L L4D2node

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 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)