L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)