L L4D2node

CMultiPlayerAnimState::CalcMainActivity

0x0046a190 · 109 bytes · __thiscall

_ZN21CMultiPlayerAnimState16CalcMainActivityEv

Decompiled

undefined (1 param)

/* CMultiPlayerAnimState::CalcMainActivity() */

undefined4 __thiscall CMultiPlayerAnimState::CalcMainActivity(CMultiPlayerAnimState *this)

{
  char cVar1;
  undefined4 local_10;
  
  local_10 = 1;
  cVar1 = (**(code **)(*(int *)this + 0x40))(this,&local_10);
  if (cVar1 == '\0') {
    cVar1 = (**(code **)(*(int *)this + 0x44))(this,&local_10);
    if (cVar1 == '\0') {
      cVar1 = (**(code **)(*(int *)this + 0x4c))(this,&local_10);
      if (cVar1 == '\0') {
        cVar1 = (**(code **)(*(int *)this + 0x50))(this,&local_10);
        if (cVar1 == '\0') {
          (**(code **)(*(int *)this + 0x48))(this,&local_10);
        }
      }
    }
  }
  return local_10;
}

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)