L L4D2node

_GLOBAL__sub_I_anim_showstate

0x0037cd40 · 431 bytes · unknown

Decompiled

undefined (0 params)

void _GLOBAL__sub_I_anim_showstate(void)

{
  vec2_origin._0_4_ = 0;
  vec2_origin._4_4_ = 0;
  vec2_invalid._0_4_ = 0x7f7fffff;
  vec2_invalid._4_4_ = 0x7f7fffff;
  vec4_origin._0_4_ = 0;
  vec4_origin._4_4_ = 0;
  vec4_origin._8_4_ = 0;
  vec4_origin._12_4_ = 0;
  vec4_invalid._0_4_ = 0x7f7fffff;
  vec4_invalid._4_4_ = 0x7f7fffff;
  vec4_invalid._8_4_ = 0x7f7fffff;
  vec4_invalid._12_4_ = 0x7f7fffff;
  UNSPECIFIED_LOGGING_COLOR._0_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._1_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._2_1_ = 0;
  UNSPECIFIED_LOGGING_COLOR._3_1_ = 0;
  ConVar::ConVar((ConVar *)anim_showstate,"anim_showstate","-1",0x6002,
                 "Show the (client) animation state for the specified entity (-1 for none).");
  __cxa_atexit(ConVar::~ConVar,anim_showstate,&__dso_handle);
  ConVar::ConVar((ConVar *)anim_showstatelog,"anim_showstatelog","0",0x6002,
                 "1 to output anim_showstate to Msg(). 2 to store in AnimState.log. 3 for both.");
  __cxa_atexit(ConVar::~ConVar,anim_showstatelog,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_showgestureslots,"mp_showgestureslots","0",0x6002,
                 "Show multiplayer client/server gesture slot information for the specified player index (-1 for no one)."
                );
  __cxa_atexit(ConVar::~ConVar,mp_showgestureslots,&__dso_handle);
  ConVar::ConVar((ConVar *)mp_slammoveyaw,"mp_slammoveyaw","0",0x2002,
                 "Force movement yaw along an animation path.");
  __cxa_atexit(ConVar::~ConVar,mp_slammoveyaw,&__dso_handle);
  return;
}

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.



        
        

⚠ This function has no mangled symbol — it may be internal/static. The Linux gamedata field uses @-prefix symbol resolution which requires an exported mangled name. You'll need a Linux byte signature for this one (extract via extract_signature.java).


          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)