L L4D2node

CMultiPlayerAnimState::ClearAnimationState

0x0046ad30 · 83 bytes · __thiscall

_ZN21CMultiPlayerAnimState19ClearAnimationStateEv

Decompiled

undefined (1 param)

/* CMultiPlayerAnimState::ClearAnimationState() */

void __thiscall CMultiPlayerAnimState::ClearAnimationState(CMultiPlayerAnimState *this)

{
  int iVar1;
  int iVar2;
  
  iVar1 = gpGlobals;
  this[0xf8] = (CMultiPlayerAnimState)0x0;
  this[0x103] = (CMultiPlayerAnimState)0x0;
  this[0xdc] = (CMultiPlayerAnimState)0x0;
  *(undefined4 *)(this + 0xe0) = *(undefined4 *)(iVar1 + 0xc);
  iVar1 = 0;
  do {
    iVar2 = iVar1 + 1;
    ResetGestureSlot(this,iVar1);
    iVar1 = iVar2;
  } while (iVar2 != 7);
  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)