L L4D2node

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 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)