L L4D2node

CMultiPlayerAnimState::DebugGestureInfo

0x0046bcb0 · 459 bytes · __thiscall

_ZN21CMultiPlayerAnimState16DebugGestureInfoEv

Decompiled

undefined (1 param)

/* CMultiPlayerAnimState::DebugGestureInfo() */

void __thiscall CMultiPlayerAnimState::DebugGestureInfo(CMultiPlayerAnimState *this)

{
  int iVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  CBaseEntity *this_00;
  char *pcVar5;
  undefined4 uVar6;
  undefined4 uVar7;
  int iVar8;
  CStudioHdr *pCVar9;
  char *pcVar10;
  CStudioHdr *pCVar11;
  int iVar12;
  int iVar13;
  int iVar14;
  
  this_00 = *(CBaseEntity **)(this + 0x1c);
  if (this_00 == (CBaseEntity *)0x0) {
    return;
  }
  Anim_StatePrintf(0xc,"%s\n","Server");
  iVar12 = 0xd;
  iVar13 = 0;
  do {
    while (iVar1 = *(int *)(this + 8) + iVar13 * 0x18, iVar14 = iVar12, iVar1 == 0) {
LAB_0046bdde:
      iVar13 = iVar13 + 1;
      iVar12 = iVar14;
      if (iVar13 == 7) {
        return;
      }
    }
    if (*(char *)(iVar1 + 10) != '\0') {
      pcVar5 = "sv_zoo_tint_loop";
      iVar14 = *(int *)(iVar1 + 0x14);
      if (*(char *)(iVar1 + 9) == '\0') {
        pcVar5 = "--- Flags ---";
      }
      fVar2 = *(float *)(iVar14 + 0x18);
      pcVar10 = "-";
      fVar3 = *(float *)(iVar14 + 0x14);
      fVar4 = *(float *)(iVar14 + 0xc);
      if (*(char *)(iVar1 + 8) != '\0') {
        pcVar10 = "autokill";
      }
      iVar14 = *(int *)(iVar14 + 8);
      pCVar9 = *(CStudioHdr **)(this_00 + 0x13e0);
      if (pCVar9 == (CStudioHdr *)0x0) {
        iVar8 = CBaseEntity::GetModel(this_00);
        if (iVar8 == 0) {
          pCVar9 = *(CStudioHdr **)(this_00 + 0x13e0);
        }
        else {
          CBaseAnimating::LockStudioHdr((CBaseAnimating *)this_00);
          pCVar9 = *(CStudioHdr **)(this_00 + 0x13e0);
        }
        pCVar11 = (CStudioHdr *)0x0;
        if (pCVar9 != (CStudioHdr *)0x0) goto LAB_0046bd5e;
      }
      else {
LAB_0046bd5e:
        pCVar11 = (CStudioHdr *)0x0;
        if (*(int *)pCVar9 != 0) {
          pCVar11 = pCVar9;
        }
      }
      uVar6 = GetSequenceName(pCVar11,iVar14);
      iVar14 = iVar12 + 1;
      uVar7 = ActivityList_NameForIndex(*(int *)(iVar1 + 4));
      Anim_StatePrintf(iVar12,"Gesture Slot %d(%s): %s %s(%s, %s, C:%f W:%f R:%f)\n",iVar13,
                       (&s_aGestureSlotNames)[iVar13],uVar7,uVar6,pcVar10,pcVar5 + 0xc,(double)fVar4
                       ,(double)fVar3,(double)fVar2);
      goto LAB_0046bdde;
    }
    iVar14 = iVar13 + 1;
    Anim_StatePrintf(iVar12,"Gesture Slot %d(%s): NOT ACTIVE!\n",iVar13,
                     (&s_aGestureSlotNames)[iVar13]);
    iVar12 = iVar12 + 1;
    iVar13 = iVar14;
    if (iVar14 == 7) {
      return;
    }
  } while( true );
}

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)