L L4D2node

CBasePlayerAnimState::AnimStateLog

0x00421e80 · 280 bytes · __thiscall

_ZN20CBasePlayerAnimState12AnimStateLogEPKcz

Decompiled

undefined (2 params)

/* CBasePlayerAnimState::AnimStateLog(char const*, ...) */

void __thiscall CBasePlayerAnimState::AnimStateLog(CBasePlayerAnimState *this,char *param_1,...)

{
  uint uVar1;
  int iVar2;
  int in_GS_OFFSET;
  char local_1010 [4096];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  V_vsnprintf(local_1010,0x1000,param_1,&stack0x0000000c);
  uVar1 = *(uint *)(showanimstate_log._28_4_ + 0x30);
  if ((uVar1 & 0xfffffffd) == 1) {
    Msg("%s",local_1010);
    uVar1 = *(uint *)(showanimstate_log._28_4_ + 0x30);
  }
  if (1 < (int)uVar1) {
    if (AnimStateLog(char_const*,...)::hFile == '\0') {
      iVar2 = __cxa_guard_acquire(&AnimStateLog(char_const*,...)::hFile);
      if (iVar2 != 0) {
                    /* try { // try from 00421f7e to 00421f80 has its CatchHandler @ 00421f9c */
        AnimStateLog(char_const*,...)::hFile =
             (**(code **)(filesystem[1] + 8))(filesystem + 1,"AnimStateServer.log",&DAT_00bf9593,0);
        __cxa_guard_release(&AnimStateLog(char_const*,...)::hFile);
      }
    }
    (**(code **)(*filesystem + 100))
              (filesystem,AnimStateLog(char_const*,...)::hFile,"%s",local_1010);
    (**(code **)(filesystem[1] + 0x20))(filesystem + 1,AnimStateLog(char_const*,...)::hFile);
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)