CSequenceTransitioner::CheckForSequenceChange
0x004ae710 · 383 bytes · __thiscall
_ZN21CSequenceTransitioner22CheckForSequenceChangeEP10CStudioHdribb
Decompiled
undefined (5 params)
/* CSequenceTransitioner::CheckForSequenceChange(CStudioHdr*, int, bool, bool) */
void __thiscall
CSequenceTransitioner::CheckForSequenceChange
(CSequenceTransitioner *this,CStudioHdr *param_1,int param_2,bool param_3,bool param_4)
{
undefined4 uVar1;
CBaseEdict *this_00;
int iVar2;
int iVar3;
int iVar4;
float fVar5;
if (param_1 != (CStudioHdr *)0x0) {
iVar2 = *(int *)(this + 0xc);
if (iVar2 == 0) {
CUtlVector<CAnimationLayer,CUtlMemory<CAnimationLayer,int>>::InsertBefore
((CUtlVector<CAnimationLayer,CUtlMemory<CAnimationLayer,int>> *)this,0);
iVar2 = *(int *)(this + 0xc);
}
iVar4 = (iVar2 + -1) * 0x4c + *(int *)this;
iVar2 = *(int *)(iVar4 + 8);
if ((*(float *)(iVar4 + 0x2c) != 0.0) &&
((param_2 != *(int *)(iVar4 + 8) || (iVar2 = param_2, param_3)))) {
if ((param_2 < 0) ||
(((iVar2 = CStudioHdr::GetNumSeq(param_1), iVar2 <= param_2 ||
(iVar2 = CStudioHdr::pSeqdesc(param_1,param_2), (*(byte *)(iVar2 + 0xc) & 2) != 0)) ||
(!param_4)))) {
*(undefined4 *)(this + 0xc) = 0;
iVar2 = 0;
}
else {
iVar3 = CStudioHdr::pSeqdesc(param_1,*(int *)(iVar4 + 8));
fVar5 = *(float *)(iVar2 + 0x68);
if (*(float *)(iVar3 + 0x6c) <= *(float *)(iVar2 + 0x68)) {
fVar5 = *(float *)(iVar3 + 0x6c);
}
*(float *)(iVar4 + 0x30) = fVar5;
iVar2 = *(int *)(this + 0xc);
}
CUtlVector<CAnimationLayer,CUtlMemory<CAnimationLayer,int>>::InsertBefore
((CUtlVector<CAnimationLayer,CUtlMemory<CAnimationLayer,int>> *)this,iVar2);
iVar4 = (*(int *)(this + 0xc) + -1) * 0x4c + *(int *)this;
iVar2 = *(int *)(iVar4 + 8);
}
if (iVar2 != -1) {
iVar2 = *(int *)(iVar4 + 0x48);
if (iVar2 != 0) {
if (*(char *)(iVar2 + 0x6c) == '\0') {
this_00 = *(CBaseEdict **)(iVar2 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
*(byte *)(iVar2 + 0x70) = *(byte *)(iVar2 + 0x70) | 1;
}
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(iVar2 + 0x78) = 0;
*(undefined4 *)(iVar2 + 0x74) = uVar1;
}
*(undefined4 *)(iVar4 + 8) = 0xffffffff;
}
*(undefined4 *)(iVar4 + 0x2c) = 0;
*(undefined4 *)(iVar4 + 0x30) = 0;
}
return;
}
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.