L L4D2node

CBaseAnimating::GetSequenceName

0x005e2b70 · 109 bytes · __thiscall

_ZN14CBaseAnimating15GetSequenceNameEi

Decompiled

undefined (2 params)

/* CBaseAnimating::GetSequenceName(int) */

char * __thiscall CBaseAnimating::GetSequenceName(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_005e2bad;
  }
  if (*(int *)pCVar3 != 0) {
    pcVar1 = (char *)::GetSequenceName(pCVar3,param_1);
    return pcVar1;
  }
LAB_005e2bad:
  return "No model!";
}

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)