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 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.
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calling convention, and argument types straight from the gamedata. Less
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