CBaseAnimating::PrefetchSequence
0x005e7cc0 · 97 bytes · __thiscall
_ZN14CBaseAnimating16PrefetchSequenceEi
Decompiled
undefined (2 params)
/* CBaseAnimating::PrefetchSequence(int) */
undefined4 __thiscall CBaseAnimating::PrefetchSequence(CBaseAnimating *this,int param_1)
{
undefined4 uVar1;
int iVar2;
CStudioHdr *pCVar3;
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 1;
}
}
if (*(int *)pCVar3 == 0) {
return 1;
}
uVar1 = Studio_PrefetchSequence(pCVar3,param_1);
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.