L L4D2node

CMultiPlayerAnimState::StopAllGestures

0x0046ad90 · 76 bytes · __thiscall

_ZN21CMultiPlayerAnimState15StopAllGesturesEv

Decompiled

undefined (1 param)

/* CMultiPlayerAnimState::StopAllGestures() */

void __thiscall CMultiPlayerAnimState::StopAllGestures(CMultiPlayerAnimState *this)

{
  int iVar1;
  int iVar2;
  
  iVar1 = 0;
  iVar2 = 0;
  do {
    while (*(char *)(*(int *)(this + 8) + 10 + iVar1) != '\0') {
      iVar1 = iVar1 + 0x18;
      ResetGestureSlot(this,iVar2);
      iVar2 = iVar2 + 1;
      if (iVar1 == 0xa8) {
        return;
      }
    }
    iVar1 = iVar1 + 0x18;
    iVar2 = iVar2 + 1;
  } while (iVar1 != 0xa8);
  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)