L L4D2node

CTerrorPlayer::IsPlayingDeathAnim

0x004f4d00 · 66 bytes · __thiscall

_ZNK13CTerrorPlayer18IsPlayingDeathAnimEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::IsPlayingDeathAnim() const */

bool __thiscall CTerrorPlayer::IsPlayingDeathAnim(CTerrorPlayer *this)

{
  int iVar1;
  bool bVar2;
  
  iVar1 = CMultiPlayerAnimState::GetMainActivity(*(CMultiPlayerAnimState **)(this + 0x2910));
  bVar2 = true;
  if (iVar1 != 0x29b) {
    iVar1 = CMultiPlayerAnimState::GetMainActivity(*(CMultiPlayerAnimState **)(this + 0x2910));
    bVar2 = iVar1 == 0x29d;
  }
  return bVar2;
}

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)