CTerrorPlayerAnimState::HandleActivity_Death
0x00510f30 · 344 bytes · __thiscall
_ZN22CTerrorPlayerAnimState20HandleActivity_DeathEv
Decompiled
undefined (1 param)
/* CTerrorPlayerAnimState::HandleActivity_Death() */
undefined4 __thiscall CTerrorPlayerAnimState::HandleActivity_Death(CTerrorPlayerAnimState *this)
{
CBaseEntity *pCVar1;
int iVar2;
undefined4 uVar3;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
if (this[0x155] == (CTerrorPlayerAnimState)0x0) {
uVar3 = 0xffffffff;
}
else {
iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
if ((iVar2 != 0x29b) &&
(iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this),
iVar2 != 0x29d)) {
(**(code **)(*(int *)this + 0x38))(this);
pCVar1 = *(CBaseEntity **)(this + 0x118);
iVar2 = CBaseEntity::GetTeamNumber(pCVar1);
if ((iVar2 == 3) && (iVar2 = (**(code **)(*(int *)pCVar1 + 0x544))(pCVar1), iVar2 == 8)) {
pCVar1 = *(CBaseEntity **)(this + 0x118);
if (((byte)pCVar1[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity(pCVar1);
}
local_24 = *(float *)(pCVar1 + 0x274);
local_20 = *(float *)(pCVar1 + 0x278);
if (50.0 < SQRT(local_20 * local_20 + local_24 * local_24)) {
local_1c = 0.0;
VectorNormalize((Vector *)&local_24);
CBasePlayer::EyeVectors
(*(CBasePlayer **)(this + 0x118),(Vector *)&local_18,(Vector *)0x0,(Vector *)0x0
);
if (0.7 < local_20 * local_14 + local_24 * local_18 + local_1c * local_10) {
return 0x29d;
}
}
}
return 0x29b;
}
uVar3 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
}
return uVar3;
}
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.