L L4D2node

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 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)