L L4D2node

CBaseAnimating::IsValidSequence

0x005e1280 · 107 bytes · __thiscall

_ZN14CBaseAnimating15IsValidSequenceEi

Decompiled

undefined (2 params)

/* CBaseAnimating::IsValidSequence(int) */

undefined4 __thiscall CBaseAnimating::IsValidSequence(CBaseAnimating *this,int param_1)

{
  int iVar1;
  CStudioHdr *this_00;
  
  this_00 = *(CStudioHdr **)(this + 0x13e0);
  if (this_00 == (CStudioHdr *)0x0) {
    iVar1 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar1 == 0) {
      this_00 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      this_00 = *(CStudioHdr **)(this + 0x13e0);
    }
    if (this_00 == (CStudioHdr *)0x0) {
      return 0;
    }
  }
  if (((*(int *)this_00 != 0) && (-1 < param_1)) &&
     (iVar1 = CStudioHdr::GetNumSeq(this_00), param_1 < iVar1)) {
    return 1;
  }
  return 0;
}

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)