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 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.