L L4D2node

CBasePlayerAnimState::ClearAnimationState

0x0041d820 · 15 bytes · __thiscall

_ZTv0_n24_N20CBasePlayerAnimState19ClearAnimationStateEv

Decompiled

undefined (1 param)

/* virtual thunk to CBasePlayerAnimState::ClearAnimationState() */

void __thiscall CBasePlayerAnimState::ClearAnimationState(CBasePlayerAnimState *this)

{
  ClearAnimationState(this + *(int *)(*(int *)this + -0x18));
  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)