CBasePlayerAnimState::DebugShowAnimStateFull
0x00422b40 · 75 bytes · __thiscall
_ZN20CBasePlayerAnimState22DebugShowAnimStateFullEi
Decompiled
undefined (2 params)
/* CBasePlayerAnimState::DebugShowAnimStateFull(int) */
void __thiscall CBasePlayerAnimState::DebugShowAnimStateFull(CBasePlayerAnimState *this,int param_1)
{
AnimStateLog(this,"----------------- frame %d -----------------\n",*(undefined4 *)(gpGlobals + 4))
;
(**(code **)(*(int *)this + 0x48))(this,param_1);
AnimStateLog(this,"--------------------------------------------\n\n");
return;
}
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.