L L4D2node

CreateTerrorPlayerAnimState

0x00510ea0 · 70 bytes · __cdecl

_Z27CreateTerrorPlayerAnimStateP13CTerrorPlayer

Decompiled

undefined (1 param)

/* CreateTerrorPlayerAnimState(CTerrorPlayer*) */

CTerrorPlayerAnimState * CreateTerrorPlayerAnimState(CTerrorPlayer *param_1)

{
  int *piVar1;
  CTerrorPlayerAnimState *this;
  
  piVar1 = mdlcache;
  (**(code **)(*mdlcache + 0x68))(mdlcache);
                    /* try { // try from 00510ebe to 00510ec2 has its CatchHandler @ 00510ee6 */
  this = operator_new(0x19c);
                    /* try { // try from 00510ecf to 00510ed3 has its CatchHandler @ 00510ef8 */
  CTerrorPlayerAnimState::CTerrorPlayerAnimState(this,param_1);
  (**(code **)(*piVar1 + 0x6c))(piVar1);
  return this;
}

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)