L L4D2node

GetDeathPoseActivity

0x00442880 · 335 bytes · __cdecl

_Z20GetDeathPoseActivityP14CBaseAnimatingRK15CTakeDamageInfob

Decompiled

undefined (3 params)

/* GetDeathPoseActivity(CBaseAnimating*, CTakeDamageInfo const&, bool) */

int GetDeathPoseActivity(CBaseAnimating *param_1,CTakeDamageInfo *param_2,bool param_3)

{
  bool bVar1;
  int iVar2;
  float fVar3;
  float fVar4;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  if (param_1 == (CBaseAnimating *)0x0) {
    iVar2 = -1;
  }
  else {
    (**(code **)(*(int *)param_1 + 0x24c))(param_1,&local_30,&local_24,0);
    local_10 = -*(float *)(param_2 + 8);
    local_14 = -*(float *)(param_2 + 4);
    local_18 = -*(float *)param_2;
    VectorNormalize((Vector *)&local_18);
    fVar3 = local_2c * local_14 + local_30 * local_18 + local_28 * local_10;
    fVar4 = local_14 * local_20 + local_18 * local_24 + local_10 * local_1c;
    bVar1 = fVar3 < 0.0;
    if (bVar1) {
      fVar3 = -fVar3;
    }
    if (fVar4 < 0.0) {
      if (fVar3 < -fVar4) {
        return (-(uint)!param_3 & 0xfffffffc) + 0x197;
      }
    }
    else if (fVar3 < fVar4) {
      return (-(uint)!param_3 & 0xfffffffc) + 0x195;
    }
    if (!bVar1) {
      return (-(uint)!param_3 & 0xfffffffc) + 0x194;
    }
    iVar2 = (-(uint)!param_3 & 0xfffffffc) + 0x196;
  }
  return iVar2;
}

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)