L L4D2node

CBaseAnimating::GetSequenceActivity

0x005e7470 · 107 bytes · __thiscall

_ZN14CBaseAnimating19GetSequenceActivityEi

Decompiled

undefined (2 params)

/* CBaseAnimating::GetSequenceActivity(int) */

undefined4 __thiscall CBaseAnimating::GetSequenceActivity(CBaseAnimating *this,int param_1)

{
  undefined4 uVar1;
  int iVar2;
  CStudioHdr *pCVar3;
  
  if (param_1 != -1) {
    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) {
        return 0xffffffff;
      }
    }
    if (*(int *)pCVar3 != 0) {
      uVar1 = ::GetSequenceActivity(pCVar3,param_1,(int *)0x0);
      return uVar1;
    }
  }
  return 0xffffffff;
}

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)