L L4D2node

CMultiPlayerAnimState::RestartGesture

0x0046b170 · 519 bytes · __thiscall

_ZN21CMultiPlayerAnimState14RestartGestureEi8Activitybb

Decompiled

undefined (5 params)

/* CMultiPlayerAnimState::RestartGesture(int, Activity, bool, bool) */

int __thiscall
CMultiPlayerAnimState::RestartGesture
          (CMultiPlayerAnimState *this,int param_1,int param_3,undefined1 param_4,undefined1 param_5
          )

{
  float fVar1;
  int iVar2;
  int *piVar3;
  CBaseEdict *pCVar4;
  int iVar5;
  undefined4 uVar6;
  int iVar7;
  undefined4 uVar8;
  int iVar9;
  
  iVar9 = param_1 * 0x18;
  iVar5 = *(int *)(this + 8) + iVar9;
  if (((*(char *)(iVar5 + 10) == '\0') || (param_3 != *(int *)(iVar5 + 4))) &&
     (piVar3 = *(int **)(this + 0x1c), piVar3 != (int *)0x0)) {
    uVar6 = (**(code **)(*(int *)this + 0x18))(this,param_3);
    iVar5 = (**(code **)(*(int *)this + 0x3c))(this,param_1,uVar6,piVar3);
    if (0 < iVar5) {
      AddToGestureSlot(this,param_1,uVar6,iVar5,param_4,param_5);
      return iVar5;
    }
    uVar6 = ActivityList_NameForIndex(param_3);
    uVar8 = (**(code **)(*piVar3 + 0xb8))(piVar3);
    DevMsg(2,
           "CMultiPlayerAnimState::AddToGestureSlot - unknown activity %d ( player %s, activity %s )\n"
           ,param_3,uVar8,uVar6);
  }
  else {
    iVar2 = *(int *)(iVar5 + 0x14);
    if (*(float *)(iVar2 + 0xc) == 0.0) {
      fVar1 = *(float *)(iVar2 + 0x10);
    }
    else {
      iVar5 = *(int *)(iVar2 + 0x48);
      if (iVar5 != 0) {
        if (*(char *)(iVar5 + 0x6c) == '\0') {
          pCVar4 = *(CBaseEdict **)(iVar5 + 0x30);
          if (pCVar4 != (CBaseEdict *)0x0) {
            *(uint *)pCVar4 = *(uint *)pCVar4 | 0x101;
            iVar7 = CBaseEdict::GetChangeAccessor(pCVar4);
            *(undefined2 *)(iVar7 + 2) = 0;
          }
        }
        else {
          *(byte *)(iVar5 + 0x70) = *(byte *)(iVar5 + 0x70) | 1;
        }
        uVar6 = *(undefined4 *)(gpGlobals + 0xc);
        *(undefined4 *)(iVar5 + 0x78) = 0;
        *(undefined4 *)(iVar5 + 0x74) = uVar6;
      }
      *(undefined4 *)(iVar2 + 0xc) = 0;
      iVar5 = *(int *)(this + 8) + iVar9;
      iVar2 = *(int *)(iVar5 + 0x14);
      fVar1 = *(float *)(iVar2 + 0x10);
    }
    if (fVar1 != 0.0) {
      iVar5 = *(int *)(iVar2 + 0x48);
      if (iVar5 != 0) {
        if (*(char *)(iVar5 + 0x6c) == '\0') {
          pCVar4 = *(CBaseEdict **)(iVar5 + 0x30);
          if (pCVar4 != (CBaseEdict *)0x0) {
            *(uint *)pCVar4 = *(uint *)pCVar4 | 0x101;
            iVar7 = CBaseEdict::GetChangeAccessor(pCVar4);
            *(undefined2 *)(iVar7 + 2) = 0;
          }
        }
        else {
          *(byte *)(iVar5 + 0x70) = *(byte *)(iVar5 + 0x70) | 1;
        }
        uVar6 = *(undefined4 *)(gpGlobals + 0xc);
        *(undefined4 *)(iVar5 + 0x78) = 0;
        *(undefined4 *)(iVar5 + 0x74) = uVar6;
      }
      *(undefined4 *)(iVar2 + 0x10) = 0;
      iVar5 = *(int *)(this + 8) + iVar9;
    }
    *(undefined4 *)(iVar5 + 0xc) = 0;
    *(undefined4 *)(*(int *)(this + 8) + 0x10 + iVar9) = 0;
    iVar5 = *(int *)(*(int *)(*(int *)(this + 8) + 0x14 + iVar9) + 8);
  }
  return iVar5;
}

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)