L L4D2node

CBasePlayerAnimState::TimeSinceLastAnimationStateClear

0x0041e8a0 · 37 bytes · __thiscall

_ZNK20CBasePlayerAnimState32TimeSinceLastAnimationStateClearEv

Decompiled

undefined (1 param)

/* CBasePlayerAnimState::TimeSinceLastAnimationStateClear() const */

longdouble __thiscall
CBasePlayerAnimState::TimeSinceLastAnimationStateClear(CBasePlayerAnimState *this)

{
  return (longdouble)(*(float *)(gpGlobals + 0xc) - *(float *)(this + 0x94));
}

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)