L L4D2node

CBasePlayerAnimState::Init

0x0041e830 · 102 bytes · __thiscall

_ZN20CBasePlayerAnimState4InitEP21CBaseAnimatingOverlayRK14CModAnimConfig

Decompiled

undefined (3 params)

/* CBasePlayerAnimState::Init(CBaseAnimatingOverlay*, CModAnimConfig const&) */

void __thiscall
CBasePlayerAnimState::Init
          (CBasePlayerAnimState *this,CBaseAnimatingOverlay *param_1,CModAnimConfig *param_2)

{
  undefined4 uVar1;
  
  *(CBaseAnimatingOverlay **)(this + 0x14) = param_1;
  if (param_1 == (CBaseAnimatingOverlay *)0x0) {
    uVar1 = 0;
  }
  else {
    uVar1 = __dynamic_cast(param_1,&CBaseAnimatingOverlay::typeinfo,&CBaseFlex::typeinfo,0);
  }
  *(undefined4 *)(this + 0x18) = uVar1;
  *(undefined4 *)(this + 4) = *(undefined4 *)param_2;
  *(undefined4 *)(this + 8) = *(undefined4 *)(param_2 + 4);
  *(undefined4 *)(this + 0xc) = *(undefined4 *)(param_2 + 8);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)(param_2 + 0xc);
                    /* WARNING: Could not recover jumptable at 0x0041e890. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0xc))();
  return;
}

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)