CBasePlayerAnimState::ClearAnimationState
0x0041d7f0 · 46 bytes · __thiscall
_ZN20CBasePlayerAnimState19ClearAnimationStateEv
Decompiled
undefined (1 param)
/* CBasePlayerAnimState::ClearAnimationState() */
void __thiscall CBasePlayerAnimState::ClearAnimationState(CBasePlayerAnimState *this)
{
int iVar1;
(**(code **)(*(int *)this + 0x20))(this);
iVar1 = gpGlobals;
this[0x58] = (CBasePlayerAnimState)0x0;
*(undefined4 *)(this + 0x94) = *(undefined4 *)(iVar1 + 0xc);
return;
}
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.