L L4D2node

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 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)