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 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.