CBaseAnimating::FindTransitionSequence
0x005e37c0 · 248 bytes · __thiscall
_ZN14CBaseAnimating22FindTransitionSequenceEiiPi
Decompiled
undefined (4 params)
/* CBaseAnimating::FindTransitionSequence(int, int, int*) */
undefined4 __thiscall
CBaseAnimating::FindTransitionSequence(CBaseAnimating *this,int param_1,int param_2,int *param_3)
{
undefined4 uVar1;
undefined4 uVar2;
int iVar3;
CStudioHdr *pCVar4;
CStudioHdr *pCVar5;
int local_10;
if (param_3 == (int *)0x0) {
pCVar4 = *(CStudioHdr **)(this + 0x13e0);
local_10 = 1;
if (pCVar4 == (CStudioHdr *)0x0) {
iVar3 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar3 == 0) {
pCVar4 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
pCVar4 = *(CStudioHdr **)(this + 0x13e0);
}
pCVar5 = (CStudioHdr *)0x0;
if (pCVar4 == (CStudioHdr *)0x0) goto LAB_005e382a;
}
pCVar5 = (CStudioHdr *)0x0;
if (*(int *)pCVar4 != 0) {
pCVar5 = pCVar4;
}
LAB_005e382a:
uVar2 = ::FindTransitionSequence(pCVar5,param_1,param_2,&local_10);
uVar1 = 0xffffffff;
if (local_10 == 1) {
uVar1 = uVar2;
}
return uVar1;
}
pCVar4 = *(CStudioHdr **)(this + 0x13e0);
if (pCVar4 == (CStudioHdr *)0x0) {
iVar3 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar3 == 0) {
pCVar4 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
pCVar4 = *(CStudioHdr **)(this + 0x13e0);
}
pCVar5 = (CStudioHdr *)0x0;
if (pCVar4 == (CStudioHdr *)0x0) goto LAB_005e37e9;
}
pCVar5 = (CStudioHdr *)0x0;
if (*(int *)pCVar4 != 0) {
pCVar5 = pCVar4;
}
LAB_005e37e9:
uVar1 = ::FindTransitionSequence(pCVar5,param_1,param_2,param_3);
return uVar1;
}
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.