L L4D2node

studiohdr_t::pSeqdesc

0x0059c8e0 · 147 bytes · __thiscall

_ZNK11studiohdr_t8pSeqdescEi

Decompiled

undefined (2 params)

/* studiohdr_t::pSeqdesc(int) const */

studiohdr_t * __thiscall studiohdr_t::pSeqdesc(studiohdr_t *this,int param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  if (*(int *)(this + 0x150) != 0) {
    iVar1 = GetVirtualModel(this);
    if (iVar1 != 0) {
      iVar2 = virtualgroup_t::GetStudioHdr
                        ((virtualgroup_t *)
                         (*(int *)(*(int *)(iVar1 + 8) + 8 + param_1 * 0x10) * 0x90 +
                         *(int *)(iVar1 + 0x58)));
      iVar1 = *(int *)(*(int *)(iVar1 + 8) + 0xc + param_1 * 0x10);
      iVar3 = 0;
      if ((-1 < iVar1) && (iVar1 < *(int *)(iVar2 + 0xbc))) {
        iVar3 = iVar1 * 0xd4;
      }
      return (studiohdr_t *)(iVar2 + iVar3 + *(int *)(iVar2 + 0xc0));
    }
  }
  iVar1 = 0;
  if ((-1 < param_1) && (param_1 < *(int *)(this + 0xbc))) {
    iVar1 = param_1 * 0xd4;
  }
  return this + iVar1 + *(int *)(this + 0xc0);
}

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)