L L4D2node

CStudioHdr::SequencesAvailable

0x0059d280 · 67 bytes · __thiscall

_ZNK10CStudioHdr18SequencesAvailableEv

Decompiled

undefined (1 param)

/* CStudioHdr::SequencesAvailable() const */

bool __thiscall CStudioHdr::SequencesAvailable(CStudioHdr *this)

{
  virtualmodel_t *pvVar1;
  int iVar2;
  bool bVar3;
  
  bVar3 = true;
  if ((*(int *)(*(studiohdr_t **)this + 0x150) != 0) && (*(int *)(this + 4) == 0)) {
    pvVar1 = (virtualmodel_t *)studiohdr_t::GetVirtualModel(*(studiohdr_t **)this);
    iVar2 = ResetVModel(this,pvVar1);
    bVar3 = iVar2 != 0;
  }
  return bVar3;
}

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)