CBaseAnimating::SequenceDuration
0x005dfdf0 · 214 bytes · __thiscall
_ZN14CBaseAnimating16SequenceDurationEP10CStudioHdri
Decompiled
undefined (3 params)
/* CBaseAnimating::SequenceDuration(CStudioHdr*, int) */
longdouble __thiscall
CBaseAnimating::SequenceDuration(CBaseAnimating *this,CStudioHdr *param_1,int param_2)
{
char cVar1;
int iVar2;
undefined1 *puVar3;
longdouble lVar4;
if (param_1 == (CStudioHdr *)0x0) {
puVar3 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
puVar3 = *(undefined1 **)(this + 0x7c);
}
DevWarning(2,"CBaseAnimating::SequenceDuration( %d ) NULL pstudiohdr on %s!\n",param_2,puVar3);
return (longdouble)0.1;
}
cVar1 = CStudioHdr::SequencesAvailable(param_1);
if (cVar1 == '\0') {
return (longdouble)0.1;
}
iVar2 = CStudioHdr::GetNumSeq(param_1);
if ((param_2 < iVar2) && (-1 < param_2)) {
lVar4 = (longdouble)Studio_Duration(param_1,param_2,(float *)(this + 0x498));
return lVar4;
}
DevWarning(2,"CBaseAnimating::SequenceDuration( %d ) out of range\n",param_2);
return (longdouble)0.1;
}
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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.