L L4D2node

CMultiPlayerAnimState::DoAnimationEvent

0x0046b3a0 · 867 bytes · __thiscall

_ZN21CMultiPlayerAnimState16DoAnimationEventE17PlayerAnimEvent_ti

Decompiled

undefined (3 params)

/* CMultiPlayerAnimState::DoAnimationEvent(PlayerAnimEvent_t, int) */

void __thiscall
CMultiPlayerAnimState::DoAnimationEvent
          (CMultiPlayerAnimState *this,undefined4 param_2,undefined4 param_3)

{
  int iVar1;
  undefined4 uVar2;
  
  iVar1 = gpGlobals;
  switch(param_2) {
  case 1:
    RestartGesture(this,0,0x631,0,1);
    break;
  case 2:
    RestartGesture(this,0,0x633,0,1);
    break;
  case 3:
    RestartGesture(this,1,0x634,0,1);
    break;
  case 4:
    if ((*(byte *)(*(int *)(this + 0x1c) + 0x150) & 2) == 0) {
      if (this[0x101] == (CMultiPlayerAnimState)0x0) {
        RestartGesture(this,0,0x63f,0,1);
      }
      else {
        RestartGesture(this,0,0x645,0,1);
      }
    }
    else {
      RestartGesture(this,0,0x642,0,1);
    }
    break;
  case 5:
    if ((*(byte *)(*(int *)(this + 0x1c) + 0x150) & 2) == 0) {
      if (this[0x101] == (CMultiPlayerAnimState)0x0) {
        RestartGesture(this,0,0x640,0,1);
      }
      else {
        RestartGesture(this,0,0x646,0,1);
      }
    }
    else {
      RestartGesture(this,0,0x643,0,1);
    }
    break;
  case 6:
    if ((*(byte *)(*(int *)(this + 0x1c) + 0x150) & 2) == 0) {
      if (this[0x101] == (CMultiPlayerAnimState)0x0) {
        RestartGesture(this,0,0x641,0,1);
      }
      else {
        RestartGesture(this,0,0x647,0,1);
      }
    }
    else {
      RestartGesture(this,0,0x644,0,1);
    }
    break;
  case 7:
    this[0xf8] = (CMultiPlayerAnimState)0x1;
    this[0x100] = (CMultiPlayerAnimState)0x1;
    *(undefined4 *)(this + 0xfc) = *(undefined4 *)(iVar1 + 0xc);
    goto LAB_0046b416;
  case 10:
    this[0x103] = (CMultiPlayerAnimState)0x1;
    goto LAB_0046b416;
  case 0xb:
    iVar1 = *(int *)this;
    goto LAB_0046b5a0;
  case 0xc:
    iVar1 = *(int *)this;
    goto LAB_0046b5a0;
  case 0xd:
    iVar1 = *(int *)this;
    goto LAB_0046b5a0;
  case 0xe:
    iVar1 = *(int *)this;
    goto LAB_0046b5a0;
  case 0xf:
    iVar1 = *(int *)this;
    goto LAB_0046b5a0;
  case 0x10:
    iVar1 = *(int *)this;
LAB_0046b5a0:
                    /* WARNING: Could not recover jumptable at 0x0046b5ab. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(iVar1 + 0x54))();
    return;
  case 0x14:
                    /* WARNING: Could not recover jumptable at 0x0046b60c. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (*(code *)**(undefined4 **)this)();
    return;
  case 0x15:
    *(undefined4 *)(this + 0x6c) = 0;
    break;
  case 0x16:
    uVar2 = (**(code **)(*(int *)this + 0x18))(this,param_3);
    uVar2 = (**(code **)(**(int **)(this + 0x1c) + 0x340))(*(int **)(this + 0x1c),uVar2);
    *(undefined4 *)(this + 0x108) = uVar2;
    goto LAB_0046b416;
  case 0x17:
    RestartGesture(this,6,param_3,0,1);
    break;
  case 0x18:
    *(undefined4 *)(this + 0x108) = param_3;
LAB_0046b416:
                    /* WARNING: Could not recover jumptable at 0x0046b423. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*(int *)this + 0x38))();
    return;
  }
  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)