CMultiPlayerAnimState::HandleDying
0x0046a2b0 · 90 bytes · __thiscall
_ZN21CMultiPlayerAnimState11HandleDyingER8Activity
Decompiled
undefined (2 params)
/* CMultiPlayerAnimState::HandleDying(Activity&) */
CMultiPlayerAnimState __thiscall
CMultiPlayerAnimState::HandleDying(CMultiPlayerAnimState *this,Activity *param_1)
{
CMultiPlayerAnimState CVar1;
CVar1 = this[0x103];
if (CVar1 == (CMultiPlayerAnimState)0x0) {
if (this[0x104] == (CMultiPlayerAnimState)0x0) {
this[0x104] = (CMultiPlayerAnimState)0x1;
return (CMultiPlayerAnimState)0x0;
}
}
else {
if (this[0x104] != (CMultiPlayerAnimState)0x0) {
(**(code **)(*(int *)this + 0x38))(this);
this[0x104] = (CMultiPlayerAnimState)0x0;
}
*(undefined4 *)param_1 = 0x14;
}
return CVar1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.