CMultiPlayerAnimState::PlayFlinchGesture
0x0046b770 · 139 bytes · __thiscall
_ZN21CMultiPlayerAnimState17PlayFlinchGestureE8Activity
Decompiled
undefined (2 params)
/* CMultiPlayerAnimState::PlayFlinchGesture(Activity) */
void __thiscall CMultiPlayerAnimState::PlayFlinchGesture(CMultiPlayerAnimState *this,int param_2)
{
int iVar1;
if (*(char *)(*(int *)(this + 8) + 0x6a) == '\0') {
if ((param_2 != 0x6d2) &&
(iVar1 = (**(code **)(**(int **)(this + 0x1c) + 0x340))(*(int **)(this + 0x1c),param_2),
iVar1 == -1)) {
RestartGesture(this,4,0x6d2,0,1);
return;
}
RestartGesture(this,4,param_2,0,1);
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.