L L4D2node

CBasePlayerAnimState::ShouldResetGroundSpeed

0x0041d8c0 · 38 bytes · __regparm1

_ZN20CBasePlayerAnimState22ShouldResetGroundSpeedE8ActivityS0_

Decompiled

undefined (2 params)

/* CBasePlayerAnimState::ShouldResetGroundSpeed(Activity, Activity) */

uint __regparm1
CBasePlayerAnimState::ShouldResetGroundSpeed
          (uint param_1,undefined4 param_2,int param_3,int param_4)

{
  if ((param_3 != 1) && (param_1 = 0, param_3 != 0x2d)) {
    return param_1;
  }
  return CONCAT31((int3)(param_1 >> 8),param_4 == 0xc) |
         CONCAT31((int3)((uint)param_3 >> 8),param_4 == 6);
}

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)