L L4D2node

CMultiPlayerAnimState::ResetMainActivity

0x0046a260 · 77 bytes · __thiscall

_ZN21CMultiPlayerAnimState17ResetMainActivityEv

Decompiled

undefined (1 param)

/* CMultiPlayerAnimState::ResetMainActivity() */

void __thiscall CMultiPlayerAnimState::ResetMainActivity(CMultiPlayerAnimState *this)

{
  undefined4 uVar1;
  int iVar2;
  
  *(undefined4 *)(this + 0x114) = 1;
  (**(code **)(*(int *)this + 0x38))(this);
  uVar1 = (**(code **)(*(int *)this + 0x18))(this,1);
  iVar2 = (**(code **)(*(int *)this + 0x34))(this,uVar1);
  CBaseAnimating::ResetSequence(*(CBaseAnimating **)(this + 0x1c),iVar2);
  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)