L L4D2node

CMultiPlayerAnimState::ShowDebugInfo

0x0046da00 · 76 bytes · __thiscall

_ZN21CMultiPlayerAnimState13ShowDebugInfoEv

Decompiled

undefined (1 param)

/* CMultiPlayerAnimState::ShowDebugInfo() */

void __thiscall CMultiPlayerAnimState::ShowDebugInfo(CMultiPlayerAnimState *this)

{
  int iVar1;
  
  if (*(int *)(*(int *)(this + 0x1c) + 0x30) == 0) {
    iVar1 = 0;
  }
  else {
    iVar1 = *(int *)(*(int *)(this + 0x1c) + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  if (*(int *)(anim_showstate._28_4_ + 0x30) != iVar1) {
    return;
  }
  DebugShowAnimStateForPlayer(this,true);
  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)