L L4D2node

CMultiPlayerAnimState::HandleJumping

0x0046a0e0 · 163 bytes · __thiscall

_ZN21CMultiPlayerAnimState13HandleJumpingER8Activity

Decompiled

undefined (2 params)

/* CMultiPlayerAnimState::HandleJumping(Activity&) */

CMultiPlayerAnimState __thiscall
CMultiPlayerAnimState::HandleJumping(CMultiPlayerAnimState *this,Activity *param_1)

{
  byte bVar1;
  CMultiPlayerAnimState CVar2;
  int iVar3;
  
  if (this[0xf8] == (CMultiPlayerAnimState)0x0) {
    return (CMultiPlayerAnimState)0x0;
  }
  if (this[0x100] == (CMultiPlayerAnimState)0x0) {
    iVar3 = *(int *)(this + 0x1c);
    bVar1 = *(byte *)(iVar3 + 0x253);
  }
  else {
    this[0x100] = (CMultiPlayerAnimState)0x0;
    (**(code **)(*(int *)this + 0x38))(this);
    iVar3 = *(int *)(this + 0x1c);
    bVar1 = *(byte *)(iVar3 + 0x253);
  }
  if ((1 < bVar1) ||
     ((0.2 < *(float *)(gpGlobals + 0xc) - *(float *)(this + 0xfc) &&
      ((*(byte *)(iVar3 + 0x150) & 1) != 0)))) {
    this[0xf8] = (CMultiPlayerAnimState)0x0;
    (**(code **)(*(int *)this + 0x38))(this);
  }
  CVar2 = this[0xf8];
  if (CVar2 != (CMultiPlayerAnimState)0x0) {
    *(undefined4 *)param_1 = 0x628;
    return CVar2;
  }
  return (CMultiPlayerAnimState)0x0;
}

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)