L L4D2node

studiohdr_t::GetActivityListVersion

0x0059ce30 · 114 bytes · __thiscall

_ZN11studiohdr_t22GetActivityListVersionEv

Decompiled

undefined (1 param)

/* studiohdr_t::GetActivityListVersion() */

int __thiscall studiohdr_t::GetActivityListVersion(studiohdr_t *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  if (*(int *)(this + 0x150) == 0) {
    return *(int *)(this + 0xc4);
  }
  iVar1 = GetVirtualModel(this);
  iVar4 = *(int *)(this + 0xc4);
  if (1 < *(int *)(iVar1 + 100)) {
    iVar3 = 1;
    do {
      iVar2 = virtualgroup_t::GetStudioHdr
                        ((virtualgroup_t *)(iVar3 * 0x90 + *(int *)(iVar1 + 0x58)));
      if (*(int *)(iVar2 + 0xc4) < iVar4) {
        iVar4 = *(int *)(iVar2 + 0xc4);
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(iVar1 + 100));
  }
  return iVar4;
}

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)