CBaseAnimating::GotoSequence
0x005e2350 · 214 bytes · __thiscall
_ZN14CBaseAnimating12GotoSequenceEiffiRiRfS0_
Decompiled
undefined (8 params)
/* CBaseAnimating::GotoSequence(int, float, float, int, int&, float&, int&) */
void __thiscall
CBaseAnimating::GotoSequence
(CBaseAnimating *this,int param_1,float param_2,float param_3,int param_4,int *param_5,
float *param_6,int *param_7)
{
int iVar1;
CStudioHdr *pCVar2;
CStudioHdr *pCVar3;
pCVar2 = *(CStudioHdr **)(this + 0x13e0);
if (pCVar2 == (CStudioHdr *)0x0) {
iVar1 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar1 == 0) {
pCVar2 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
pCVar2 = *(CStudioHdr **)(this + 0x13e0);
}
pCVar3 = (CStudioHdr *)0x0;
if (pCVar2 == (CStudioHdr *)0x0) goto LAB_005e238a;
}
pCVar3 = (CStudioHdr *)0x0;
if (*(int *)pCVar2 != 0) {
pCVar3 = pCVar2;
}
LAB_005e238a:
::GotoSequence(pCVar3,param_1,param_2,param_3,param_4,param_5,param_6,param_7);
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.
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.