CBaseAnimating::SelectWeightedSequence
0x005e1900 · 100 bytes · __thiscall
_ZN14CBaseAnimating22SelectWeightedSequenceE8Activityi
Decompiled
undefined (3 params)
/* CBaseAnimating::SelectWeightedSequence(Activity, int) */
void __thiscall
CBaseAnimating::SelectWeightedSequence(CBaseAnimating *param_1,int param_2,int param_3)
{
int iVar1;
CStudioHdr *pCVar2;
CStudioHdr *pCVar3;
pCVar2 = *(CStudioHdr **)(param_1 + 0x13e0);
if (pCVar2 == (CStudioHdr *)0x0) {
iVar1 = CBaseEntity::GetModel((CBaseEntity *)param_1);
if (iVar1 == 0) {
pCVar2 = *(CStudioHdr **)(param_1 + 0x13e0);
}
else {
LockStudioHdr(param_1);
pCVar2 = *(CStudioHdr **)(param_1 + 0x13e0);
}
pCVar3 = (CStudioHdr *)0x0;
if (pCVar2 == (CStudioHdr *)0x0) goto LAB_005e1925;
}
pCVar3 = (CStudioHdr *)0x0;
if (*(int *)pCVar2 != 0) {
pCVar3 = pCVar2;
}
LAB_005e1925:
::SelectWeightedSequence(pCVar3,param_2,param_3);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
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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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