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 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.