L L4D2node

studiohdr_t::SetActivityListVersion

0x0059ceb0 · 121 bytes · __thiscall

_ZNK11studiohdr_t22SetActivityListVersionEi

Decompiled

undefined (2 params)

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

void __thiscall studiohdr_t::SetActivityListVersion(studiohdr_t *this,int param_1)

{
  int iVar1;
  virtualgroup_t *this_00;
  studiohdr_t *this_01;
  int iVar2;
  int iVar3;
  
  *(int *)(this + 0xc4) = param_1;
  if (*(int *)(this + 0x150) != 0) {
    iVar1 = GetVirtualModel(this);
    if (1 < *(int *)(iVar1 + 100)) {
      iVar2 = 1;
      iVar3 = 0x90;
      do {
        iVar2 = iVar2 + 1;
        this_00 = (virtualgroup_t *)(*(int *)(iVar1 + 0x58) + iVar3);
        iVar3 = iVar3 + 0x90;
        this_01 = (studiohdr_t *)virtualgroup_t::GetStudioHdr(this_00);
        SetActivityListVersion(this_01,param_1);
      } while (iVar2 < *(int *)(iVar1 + 100));
      return;
    }
  }
  return;
}

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)