CBaseAnimating::GetSequenceActivityName
0x005e2af0 · 109 bytes · __thiscall
_ZN14CBaseAnimating23GetSequenceActivityNameEi
Decompiled
undefined (2 params)
/* CBaseAnimating::GetSequenceActivityName(int) */
char * __thiscall CBaseAnimating::GetSequenceActivityName(CBaseAnimating *this,int param_1)
{
char *pcVar1;
int iVar2;
CStudioHdr *pCVar3;
if (param_1 == -1) {
return "Not Found!";
}
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
if (pCVar3 == (CStudioHdr *)0x0) {
iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar2 == 0) {
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
}
if (pCVar3 == (CStudioHdr *)0x0) goto LAB_005e2b2d;
}
if (*(int *)pCVar3 != 0) {
pcVar1 = (char *)::GetSequenceActivityName(pCVar3,param_1);
return pcVar1;
}
LAB_005e2b2d:
return "No model!";
}
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.