CTerrorPlayerAnimState::HandleActivity_SlammedIntoWall
0x00511610 · 117 bytes · __thiscall
_ZN22CTerrorPlayerAnimState30HandleActivity_SlammedIntoWallEv
Decompiled
undefined (1 param)
/* CTerrorPlayerAnimState::HandleActivity_SlammedIntoWall() */
undefined4 __thiscall
CTerrorPlayerAnimState::HandleActivity_SlammedIntoWall(CTerrorPlayerAnimState *this)
{
char cVar1;
int iVar2;
if ((this[0x15a] != (CTerrorPlayerAnimState)0x0) &&
(cVar1 = (**(code **)(**(int **)(this + 0x118) + 0x7e8))(*(int **)(this + 0x118)),
cVar1 == '\0')) {
iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
if (iVar2 == 0x211) {
if (0.99 < *(float *)(*(int *)(this + 0x118) + 0x490)) {
this[0x15a] = (CTerrorPlayerAnimState)0x0;
return 0xffffffff;
}
}
else {
(**(code **)(*(int *)this + 0x38))(this);
}
return 0x211;
}
return 0xffffffff;
}
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.