L L4D2node

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 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)