L L4D2node

CTerrorPlayerAnimState::ClearAnimationState

0x0050fe80 · 631 bytes · __thiscall

_ZN22CTerrorPlayerAnimState19ClearAnimationStateEv

Decompiled

undefined (1 param)

/* CTerrorPlayerAnimState::ClearAnimationState() */

void __thiscall CTerrorPlayerAnimState::ClearAnimationState(CTerrorPlayerAnimState *this)

{
  undefined4 uVar1;
  int iVar2;
  longdouble lVar3;
  float fVar4;
  
  *(undefined4 *)(this + 0x11c) = 0;
  *(undefined4 *)(this + 0x120) = 0;
  *(undefined4 *)(this + 0x124) = 0;
  *(undefined4 *)(this + 0x128) = 0;
  *(undefined4 *)(this + 0xf0) = 0;
  *(undefined4 *)(this + 0xec) = 0;
  *(undefined4 *)(this + 0x134) = 0;
  *(undefined4 *)(this + 0x138) = 0x41a00000;
  *(undefined4 *)(this + 0x13c) = 0x40000000;
  *(undefined4 *)(this + 0x140) = 0x41400000;
  *(undefined4 *)(this + 0x144) = 0x41400000;
  *(undefined4 *)(this + 0x148) = 0x3f800000;
  this[0x14c] = (CTerrorPlayerAnimState)0x0;
  *(undefined4 *)(this + 0x150) = 0;
  *(undefined4 *)(this + 300) = 0;
  *(undefined4 *)(this + 0x130) = 0;
  this[0x154] = (CTerrorPlayerAnimState)0x0;
  this[0x155] = (CTerrorPlayerAnimState)0x0;
  this[0x156] = (CTerrorPlayerAnimState)0x0;
  this[0x157] = (CTerrorPlayerAnimState)0x0;
  this[0x160] = (CTerrorPlayerAnimState)0x0;
  this[0x158] = (CTerrorPlayerAnimState)0x0;
  this[0x159] = (CTerrorPlayerAnimState)0x0;
  this[0x15c] = (CTerrorPlayerAnimState)0x0;
  this[0x15d] = (CTerrorPlayerAnimState)0x0;
  this[0x15a] = (CTerrorPlayerAnimState)0x0;
  this[0x15b] = (CTerrorPlayerAnimState)0x0;
  this[0x15f] = (CTerrorPlayerAnimState)0x0;
  this[0x161] = (CTerrorPlayerAnimState)0x0;
  uVar1 = fidget_max_interval._28_4_;
  this[0x162] = (CTerrorPlayerAnimState)0x0;
  this[0x163] = (CTerrorPlayerAnimState)0x0;
  this[0x164] = (CTerrorPlayerAnimState)0x0;
  this[0x165] = (CTerrorPlayerAnimState)0x0;
  this[0x166] = (CTerrorPlayerAnimState)0x0;
  this[0x167] = (CTerrorPlayerAnimState)0x0;
  this[0x168] = (CTerrorPlayerAnimState)0x0;
  this[0x169] = (CTerrorPlayerAnimState)0x0;
  this[0x16a] = (CTerrorPlayerAnimState)0x0;
  this[0x16b] = (CTerrorPlayerAnimState)0x0;
  this[0x16c] = (CTerrorPlayerAnimState)0x0;
  *(undefined4 *)(this + 0x170) = 0xffffffff;
  *(undefined4 *)(this + 0x174) = 0xffffffff;
  *(undefined4 *)(this + 0x178) = 0xffffffff;
  *(undefined4 *)(this + 0x17c) = 0xffffffff;
  this[0x180] = (CTerrorPlayerAnimState)0x0;
  iVar2 = RandomInt(*(undefined4 *)(fidget_min_interval._28_4_ + 0x30),*(undefined4 *)(uVar1 + 0x30)
                   );
  fVar4 = (float)iVar2;
  lVar3 = (longdouble)CountdownTimer::Now();
  if ((float)lVar3 + fVar4 != *(float *)(this + 0x18c)) {
    (**(code **)(*(int *)(this + 0x184) + 4))(this + 0x184,this + 0x18c);
    *(float *)(this + 0x18c) = (float)lVar3 + fVar4;
  }
  if (fVar4 != *(float *)(this + 0x188)) {
    (**(code **)(*(int *)(this + 0x184) + 4))(this + 0x184,this + 0x188);
    *(float *)(this + 0x188) = fVar4;
  }
  if (*(float *)(this + 0x198) != -1.0) {
    (**(code **)(*(int *)(this + 400) + 4))(this + 400,this + 0x198);
    *(undefined4 *)(this + 0x198) = 0xbf800000;
  }
  CMultiPlayerAnimState::StopAllGestures((CMultiPlayerAnimState *)this);
  return;
}

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)