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 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.