L L4D2node

CTerrorPlayerAnimState::UpdateChainsaw

0x005110a0 · 543 bytes · __thiscall

_ZN22CTerrorPlayerAnimState14UpdateChainsawEv

Decompiled

undefined (1 param)

/* CTerrorPlayerAnimState::UpdateChainsaw() */

void __thiscall CTerrorPlayerAnimState::UpdateChainsaw(CTerrorPlayerAnimState *this)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  
  piVar1 = (int *)CTerrorPlayer::GetActiveTerrorWeapon(*(CTerrorPlayer **)(this + 0x118));
  if ((piVar1 == (int *)0x0) || (iVar2 = (**(code **)(*piVar1 + 0x638))(piVar1), iVar2 != 0x14)) {
    iVar2 = CMultiPlayerAnimState::GetGestureSlotActivity((CMultiPlayerAnimState *)this,0);
    if (iVar2 == 0x4d1) {
      CMultiPlayerAnimState::StopGesture((CMultiPlayerAnimState *)this,0,0.0);
    }
    this[0x163] = (CTerrorPlayerAnimState)0x0;
    return;
  }
  if (this[0x163] != (CTerrorPlayerAnimState)0x0) {
    iVar2 = CMultiPlayerAnimState::GetGestureSlotActivity((CMultiPlayerAnimState *)this,0);
    if (iVar2 == 0x4d2) {
      iVar2 = CMultiPlayerAnimState::GetGestureAnimLayer((CMultiPlayerAnimState *)this,0);
      if (0.99 < *(float *)(iVar2 + 0xc)) {
        this[0x163] = (CTerrorPlayerAnimState)0x0;
      }
    }
    else {
      CMultiPlayerAnimState::StartGesture((CMultiPlayerAnimState *)this,0,0x4d2,0);
    }
  }
  iVar2 = CTerrorPlayer::GetActiveTerrorWeapon(*(CTerrorPlayer **)(this + 0x118));
  if (iVar2 == 0) {
    iVar2 = 0;
  }
  else {
    iVar2 = __dynamic_cast(iVar2,&CTerrorWeapon::typeinfo,&CChainsaw::typeinfo,0);
  }
  if (*(int *)(iVar2 + 0x17e0) == 3) {
    iVar3 = CMultiPlayerAnimState::GetGestureSlotActivity((CMultiPlayerAnimState *)this,0);
    if (iVar3 != 0x4c0) {
      CMultiPlayerAnimState::StartGesture((CMultiPlayerAnimState *)this,0,0x4c0,0);
    }
  }
  else {
    iVar3 = CMultiPlayerAnimState::GetGestureSlotActivity((CMultiPlayerAnimState *)this,0);
    if (iVar3 == 0x4c0) {
      CMultiPlayerAnimState::StopGesture((CMultiPlayerAnimState *)this,0,0.0);
    }
  }
  if (*(char *)(iVar2 + 0x17e4) != '\0') {
    iVar2 = CMultiPlayerAnimState::GetGestureSlotActivity((CMultiPlayerAnimState *)this,0);
    if (iVar2 == 0x4d1) {
      return;
    }
    CMultiPlayerAnimState::StartGesture((CMultiPlayerAnimState *)this,0,0x4d1,0);
    return;
  }
  iVar2 = CMultiPlayerAnimState::GetGestureSlotActivity((CMultiPlayerAnimState *)this,0);
  if (iVar2 != 0x4d1) {
    return;
  }
  CMultiPlayerAnimState::StopGesture((CMultiPlayerAnimState *)this,0,0.0);
  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)