L L4D2node

CTerrorPlayerAnimState::UnTranslateActivity

0x0050f860 · 31 bytes · __thiscall

_ZNK22CTerrorPlayerAnimState19UnTranslateActivityE8Activity

Decompiled

undefined (2 params)

/* CTerrorPlayerAnimState::UnTranslateActivity(Activity) const */

undefined4 __thiscall CTerrorPlayerAnimState::UnTranslateActivity(undefined4 this,int param_2)

{
  undefined4 uVar1;
  
  if (param_2 + 1U < 0x4c4) {
                    /* WARNING: Could not recover jumptable at 0x0050f871. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    uVar1 = (**(code **)(&DAT_00c2b360 + (param_2 + 1U) * 4))();
    return uVar1;
  }
  return 1;
}

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)