L L4D2node

CMultiPlayerAnimState::IsGestureSlotComplete

0x0046aa60 · 73 bytes · __thiscall

_ZN21CMultiPlayerAnimState21IsGestureSlotCompleteEi8Activity

Decompiled

undefined (3 params)

/* CMultiPlayerAnimState::IsGestureSlotComplete(int, Activity) */

uint __thiscall
CMultiPlayerAnimState::IsGestureSlotComplete(CMultiPlayerAnimState *this,int param_1,int param_3)

{
  int iVar1;
  int iVar2;
  uint uVar3;
  
  iVar1 = *(int *)(this + 8) + param_1 * 0x18;
  uVar3 = (uint)*(byte *)(iVar1 + 10);
  if (*(byte *)(iVar1 + 10) != 0) {
    iVar2 = *(int *)(iVar1 + 0x14);
    if (param_3 == -1) {
      return CONCAT31((int3)((uint)iVar2 >> 8),
                      1.0 < *(float *)(iVar2 + 0xc) || *(float *)(iVar2 + 0xc) == 1.0);
    }
    if (*(float *)(iVar2 + 0xc) <= 1.0 && *(float *)(iVar2 + 0xc) != 1.0) {
      return 0;
    }
    uVar3 = CONCAT31((int3)((uint)*(int *)(iVar1 + 4) >> 8),param_3 == *(int *)(iVar1 + 4));
  }
  return uVar3;
}

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)