L L4D2node

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 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)