L L4D2node

SelectDeathPoseActivityAndFrame

0x004429e0 · 247 bytes · __cdecl

_Z31SelectDeathPoseActivityAndFrameP14CBaseAnimatingRK15CTakeDamageInfoiR8ActivityRib

Decompiled

undefined (6 params)

/* SelectDeathPoseActivityAndFrame(CBaseAnimating*, CTakeDamageInfo const&, int, Activity&, int&,
   bool) */

void SelectDeathPoseActivityAndFrame
               (CBaseAnimating *param_1,CTakeDamageInfo *param_2,int param_3,Activity *param_4,
               int *param_5,bool param_6)

{
  undefined4 uVar1;
  int iVar2;
  int *piVar3;
  
  *(undefined4 *)param_4 = 0xffffffff;
  *param_5 = 0;
  piVar3 = *(int **)(param_1 + 0x13e0);
  if (piVar3 == (int *)0x0) {
    iVar2 = CBaseEntity::GetModel((CBaseEntity *)param_1);
    if (iVar2 == 0) {
      piVar3 = *(int **)(param_1 + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr(param_1);
      piVar3 = *(int **)(param_1 + 0x13e0);
    }
    if (piVar3 == (int *)0x0) {
      return;
    }
  }
  if (*piVar3 != 0) {
    uVar1 = GetDeathPoseActivity(param_1,param_2,param_6);
    *(undefined4 *)param_4 = uVar1;
    switch(param_3) {
    default:
      *param_5 = 1;
      return;
    case 2:
    case 3:
      *param_5 = 2;
      return;
    case 4:
      *param_5 = 3;
      return;
    case 5:
      *param_5 = 4;
      return;
    case 6:
      *param_5 = 5;
      break;
    case 7:
      *param_5 = 6;
      return;
    }
  }
  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)