L L4D2node

CTerrorPlayerAnimState::HandleMoving

0x0050fc60 · 213 bytes · __thiscall

_ZN22CTerrorPlayerAnimState12HandleMovingER8Activity

Decompiled

undefined (2 params)

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

undefined4 __thiscall
CTerrorPlayerAnimState::HandleMoving(CTerrorPlayerAnimState *this,Activity *param_1)

{
  uint uVar1;
  undefined *puVar2;
  longdouble lVar3;
  
  uVar1 = *(uint *)(*(int *)(this + 0x118) + 0x3ee0);
  if ((((uVar1 != 0xffffffff) &&
       (puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar2 + 4) != 0)) {
    lVar3 = (longdouble)CMultiPlayerAnimState::GetOuterXYSpeed((CMultiPlayerAnimState *)this);
    *(uint *)param_1 = (uint)(0.5 <= (float)lVar3) * 9 + 1;
    return 1;
  }
  lVar3 = (longdouble)CMultiPlayerAnimState::GetOuterXYSpeed((CMultiPlayerAnimState *)this);
  if (0.5 <= (float)lVar3) {
    *(uint *)param_1 =
         (-(uint)((*(uint *)(*(int *)(this + 0x118) + 0x1cb0) & 0x20000) == 0) & 4) + 6;
    return 1;
  }
  *(undefined4 *)param_1 = 1;
  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)