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 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.