L L4D2node

CBaseAnimating::GetSequenceKeyValues

0x005e2d50 · 261 bytes · __thiscall

_ZN14CBaseAnimating20GetSequenceKeyValuesEi

Decompiled

undefined (2 params)

/* CBaseAnimating::GetSequenceKeyValues(int) */

KeyValues * __thiscall CBaseAnimating::GetSequenceKeyValues(CBaseAnimating *this,int param_1)

{
  code *pcVar1;
  char cVar2;
  char *pcVar3;
  KeyValues *this_00;
  undefined4 uVar4;
  char *pcVar5;
  int iVar6;
  CStudioHdr *pCVar7;
  CStudioHdr *pCVar8;
  
  pCVar7 = *(CStudioHdr **)(this + 0x13e0);
  if (pCVar7 == (CStudioHdr *)0x0) {
    iVar6 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar6 == 0) {
      pCVar7 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      pCVar7 = *(CStudioHdr **)(this + 0x13e0);
    }
    pCVar8 = (CStudioHdr *)0x0;
    if (pCVar7 == (CStudioHdr *)0x0) goto LAB_005e2d73;
  }
  pCVar8 = (CStudioHdr *)0x0;
  if (*(int *)pCVar7 != 0) {
    pCVar8 = pCVar7;
  }
LAB_005e2d73:
  pcVar3 = (char *)Studio_GetKeyValueText(pCVar8,param_1);
  if (pcVar3 == (char *)0x0) {
    this_00 = (KeyValues *)0x0;
  }
  else {
    this_00 = KeyValues::operator_new((KeyValues *)0x2c,param_1);
                    /* try { // try from 005e2db5 to 005e2db9 has its CatchHandler @ 005e2e64 */
    KeyValues::KeyValues(this_00,"",(IKeyValuesSystem *)0x0,false);
    pcVar1 = *(code **)(*modelinfo + 0x10);
    uVar4 = CBaseEntity::GetModel((CBaseEntity *)this);
    pcVar5 = (char *)(*pcVar1)(modelinfo,uVar4);
    cVar2 = KeyValues::LoadFromBuffer(this_00,pcVar5,pcVar3,(IBaseFileSystem *)0x0,(char *)0x0);
    if (cVar2 == '\0') {
      this_00 = (KeyValues *)0x0;
      KeyValues::deleteThis();
    }
  }
  return this_00;
}

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)