L L4D2node

CBasePlayerAnimState::Update

0x00420780 · 18 bytes · __thiscall

_ZTv0_n20_N20CBasePlayerAnimState6UpdateEff

Decompiled

undefined (3 params)

/* virtual thunk to CBasePlayerAnimState::Update(float, float) */

void __thiscall CBasePlayerAnimState::Update(CBasePlayerAnimState *this,float param_1,float param_2)

{
  Update(this + *(int *)(*(int *)this + -0x14),param_1,param_2);
  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)