L L4D2node

CMultiPlayerAnimState::IsGestureSlotPlaying

0x0046aac0 · 37 bytes · __thiscall

_ZN21CMultiPlayerAnimState20IsGestureSlotPlayingEi8Activity

Decompiled

undefined (3 params)

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

bool __thiscall
CMultiPlayerAnimState::IsGestureSlotPlaying(CMultiPlayerAnimState *this,int param_1,int param_3)

{
  int iVar1;
  bool bVar2;
  
  iVar1 = *(int *)(this + 8) + param_1 * 0x18;
  bVar2 = false;
  if (*(char *)(iVar1 + 10) != '\0') {
    bVar2 = *(int *)(iVar1 + 4) == param_3;
  }
  return bVar2;
}

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)