L L4D2node

CTerrorPlayerAnimState::HandleDucking

0x0050fbf0 · 92 bytes · __thiscall

_ZN22CTerrorPlayerAnimState13HandleDuckingER8Activity

Decompiled

undefined (2 params)

/* CTerrorPlayerAnimState::HandleDucking(Activity&) */

char __thiscall
CTerrorPlayerAnimState::HandleDucking(CTerrorPlayerAnimState *this,Activity *param_1)

{
  char cVar1;
  undefined4 uVar2;
  longdouble lVar3;
  
  if ((this[0x14c] == (CTerrorPlayerAnimState)0x0) &&
     (cVar1 = *(char *)(*(int *)(this + 0x118) + 0x1a90), cVar1 != '\0')) {
    lVar3 = (longdouble)CMultiPlayerAnimState::GetOuterXYSpeed((CMultiPlayerAnimState *)this);
    uVar2 = 0xc;
    if ((float)lVar3 < 0.5) {
      uVar2 = 0x2d;
    }
    *(undefined4 *)param_1 = uVar2;
    return cVar1;
  }
  return '\0';
}

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)