GetSequenceActivity
0x003fbdd0 · 134 bytes · __cdecl
_Z19GetSequenceActivityP10CStudioHdriPi
Decompiled
undefined (3 params)
/* GetSequenceActivity(CStudioHdr*, int, int*) */
undefined4 GetSequenceActivity(CStudioHdr *param_1,int param_2,int *param_3)
{
char cVar1;
int iVar2;
if (param_1 != (CStudioHdr *)0x0) {
cVar1 = CStudioHdr::SequencesAvailable(param_1);
if ((cVar1 != '\0') && (-1 < param_2)) {
iVar2 = CStudioHdr::GetNumSeq(param_1);
if (param_2 < iVar2) {
iVar2 = CStudioHdr::pSeqdesc(param_1,param_2);
if ((*(byte *)(iVar2 + 0xd) & 0x10) == 0) {
SetActivityForSequence(param_1,param_2);
}
if (param_3 != (int *)0x0) {
*param_3 = *(int *)(iVar2 + 0x14);
}
return *(undefined4 *)(iVar2 + 0x10);
}
}
}
if (param_3 != (int *)0x0) {
*param_3 = 0;
}
return 0;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.