L L4D2node

CBaseAnimating::IsSequenceLooping

0x005e7d30 · 29 bytes · __thiscall

_ZN14CBaseAnimating17IsSequenceLoopingEP10CStudioHdri

Decompiled

undefined (3 params)

/* CBaseAnimating::IsSequenceLooping(CStudioHdr*, int) */

uint __thiscall
CBaseAnimating::IsSequenceLooping(CBaseAnimating *this,CStudioHdr *param_1,int param_2)

{
  uint uVar1;
  
  uVar1 = GetSequenceFlags(param_1,param_2);
  return uVar1 & 1;
}

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)