SelectHeaviestSequence
0x003fbe60 · 127 bytes · __cdecl
_Z22SelectHeaviestSequenceP10CStudioHdri
Decompiled
undefined (2 params)
/* SelectHeaviestSequence(CStudioHdr*, int) */
int SelectHeaviestSequence(CStudioHdr *param_1,int param_2)
{
int iVar1;
int iVar2;
int local_34;
int local_30;
uint local_20 [4];
local_34 = 0;
if (param_1 != (CStudioHdr *)0x0) {
VerifySequenceIndex(param_1);
local_20[0] = 0;
local_34 = -1;
local_30 = 0;
for (iVar2 = 0; iVar1 = CStudioHdr::GetNumSeq(param_1), iVar2 < iVar1; iVar2 = iVar2 + 1) {
iVar1 = GetSequenceActivity(param_1,iVar2,(int *)local_20);
if ((iVar1 == param_2) &&
(iVar1 = (local_20[0] ^ (int)local_20[0] >> 0x1f) - ((int)local_20[0] >> 0x1f),
local_30 < iVar1)) {
local_34 = iVar2;
local_30 = iVar1;
}
}
}
return local_34;
}
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.