CBaseAnimating::SelectWeightedSequence
0x005e1ce0 · 104 bytes · __thiscall
_ZN14CBaseAnimating22SelectWeightedSequenceE8Activity
Decompiled
undefined (2 params)
/* CBaseAnimating::SelectWeightedSequence(Activity) */
void __thiscall CBaseAnimating::SelectWeightedSequence(CBaseAnimating *this,int param_2)
{
int iVar1;
int iVar2;
CStudioHdr *pCVar3;
CStudioHdr *pCVar4;
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
iVar1 = *(int *)(this + 0x494);
if (pCVar3 == (CStudioHdr *)0x0) {
iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar2 == 0) {
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
}
pCVar4 = (CStudioHdr *)0x0;
if (pCVar3 == (CStudioHdr *)0x0) goto LAB_005e1d04;
}
pCVar4 = (CStudioHdr *)0x0;
if (*(int *)pCVar3 != 0) {
pCVar4 = pCVar3;
}
LAB_005e1d04:
::SelectWeightedSequence(pCVar4,param_2,iVar1);
return;
}
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.
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calling convention, and argument types straight from the gamedata. Less
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