CBasePlayerAnimState::ShouldBlendAimSequenceToIdle
0x0041d8f0 · 48 bytes · __thiscall
_ZN20CBasePlayerAnimState28ShouldBlendAimSequenceToIdleEv
Decompiled
undefined (1 param)
/* CBasePlayerAnimState::ShouldBlendAimSequenceToIdle() */
uint __thiscall CBasePlayerAnimState::ShouldBlendAimSequenceToIdle(CBasePlayerAnimState *this)
{
int iVar1;
iVar1 = *(int *)(this + 0xa0);
if ((iVar1 != 6) && (iVar1 != 10)) {
return CONCAT31((int3)((uint)this >> 8),iVar1 == 0xc) |
CONCAT31((int3)((uint)iVar1 >> 8),iVar1 == 0x1ec);
}
return 1;
}
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.