L L4D2node

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 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)