L L4D2node

CBasePlayerAnimState::AnimStatePrintf

0x00421fc0 · 143 bytes · __thiscall

_ZN20CBasePlayerAnimState15AnimStatePrintfEiPKcz

Decompiled

undefined (3 params)

/* CBasePlayerAnimState::AnimStatePrintf(int, char const*, ...) */

void __thiscall
CBasePlayerAnimState::AnimStatePrintf(CBasePlayerAnimState *this,int param_1,char *param_2,...)

{
  int in_GS_OFFSET;
  char local_1010 [4096];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  V_vsnprintf(local_1010,0x1000,param_2,&stack0x00000010);
  (**(code **)(*engine + 0xbc))(engine,param_1,"%s",local_1010);
  AnimStateLog(this,"%s\n",local_1010);
  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)