L L4D2node

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 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)