L L4D2node

CBasePlayerAnimState::IsDebugPlayer

0x0041e8d0 · 52 bytes · __thiscall

_ZNK20CBasePlayerAnimState13IsDebugPlayerEv

Decompiled

undefined (1 param)

/* CBasePlayerAnimState::IsDebugPlayer() const */

uint __thiscall CBasePlayerAnimState::IsDebugPlayer(CBasePlayerAnimState *this)

{
  int iVar1;
  
  if (*(int *)(*(int *)(this + 0x14) + 0x30) != 0) {
    iVar1 = *(int *)(*(int *)(this + 0x14) + 0x30) - *(int *)(gpGlobals + 0x58);
    return CONCAT31((int3)(iVar1 >> 0xc),*(int *)(sv_showanimstate._28_4_ + 0x30) == iVar1 >> 4);
  }
  return (uint)(*(int *)(sv_showanimstate._28_4_ + 0x30) == 0);
}

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)