L L4D2node

CMultiPlayerAnimState::UpdateGestureSlot

0x0046bbe0 · 60 bytes · __thiscall

_ZN21CMultiPlayerAnimState17UpdateGestureSlotEP10CStudioHdri

Decompiled

undefined (3 params)

/* CMultiPlayerAnimState::UpdateGestureSlot(CStudioHdr*, int) */

void __thiscall
CMultiPlayerAnimState::UpdateGestureSlot
          (CMultiPlayerAnimState *this,CStudioHdr *param_1,int param_2)

{
  int *piVar1;
  
  if ((((param_1 != (CStudioHdr *)0x0) && (*(int *)(this + 0x1c) != 0)) &&
      (piVar1 = (int *)(*(int *)(this + 8) + param_2 * 0x18), piVar1[1] != -1)) &&
     (*(int *)(piVar1[5] + 0x34) == -1)) {
    ResetGestureSlot(this,*piVar1);
    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)