CBasePlayerAnimState::ShouldUpdateAnimState
0x0041d830 · 23 bytes · __thiscall
_ZN20CBasePlayerAnimState21ShouldUpdateAnimStateEv
Decompiled
undefined (1 param)
/* CBasePlayerAnimState::ShouldUpdateAnimState() */
void __thiscall CBasePlayerAnimState::ShouldUpdateAnimState(CBasePlayerAnimState *this)
{
/* WARNING: Could not recover jumptable at 0x0041d845. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(**(int **)(this + 0x14) + 300))();
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.