CTerrorPlayerAnimState::CTerrorPlayerAnimState
0x00510e10 · 113 bytes · __thiscall
_ZN22CTerrorPlayerAnimStateC2EP13CTerrorPlayer
Decompiled
undefined (2 params)
/* CTerrorPlayerAnimState::CTerrorPlayerAnimState(CTerrorPlayer*) */
void __thiscall
CTerrorPlayerAnimState::CTerrorPlayerAnimState(CTerrorPlayerAnimState *this,CTerrorPlayer *param_1)
{
CMultiPlayerAnimState::CMultiPlayerAnimState((CMultiPlayerAnimState *)this,(CBasePlayer *)param_1)
;
*(undefined ***)this = &PTR_ClearAnimationState_00c2d1c8;
*(undefined ***)(this + 0x184) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x188) = 0;
*(undefined4 *)(this + 0x18c) = 0xbf800000;
*(undefined ***)(this + 400) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x194) = 0;
*(undefined4 *)(this + 0x198) = 0xbf800000;
*(CTerrorPlayer **)(this + 0x118) = param_1;
/* try { // try from 00510e75 to 00510e79 has its CatchHandler @ 00510e81 */
ClearAnimationState(this);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.