L L4D2node

CTerrorPlayerAnimState::HandleActivity_PunchedByTank

0x005119e0 · 530 bytes · __thiscall

_ZN22CTerrorPlayerAnimState28HandleActivity_PunchedByTankEv

Decompiled

undefined (1 param)

/* CTerrorPlayerAnimState::HandleActivity_PunchedByTank() */

undefined4 __thiscall
CTerrorPlayerAnimState::HandleActivity_PunchedByTank(CTerrorPlayerAnimState *this)

{
  float fVar1;
  float fVar2;
  float fVar3;
  CBaseEntity *this_00;
  char cVar4;
  int iVar5;
  CBaseEntity *this_01;
  undefined4 uVar6;
  float fVar7;
  
  if (this[0x15f] == (CTerrorPlayerAnimState)0x0) {
    return 0xffffffff;
  }
  iVar5 = CBaseEntity::GetTeamNumber(*(CBaseEntity **)(this + 0x118));
  cVar4 = IsASurvivorTeam(iVar5);
  if (cVar4 != '\0') {
    iVar5 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
    if ((iVar5 == 0x209) ||
       (iVar5 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this),
       iVar5 == 0x20a)) {
      this_00 = *(CBaseEntity **)(this + 0x118);
      this_01 = this_00;
      if (((byte)this_00[0x14d] & 0x10) != 0) {
        CBaseEntity::CalcAbsoluteVelocity(this_00);
        this_01 = *(CBaseEntity **)(this + 0x118);
      }
      fVar1 = *(float *)(this_00 + 0x278);
      fVar2 = *(float *)(this_00 + 0x27c);
      fVar3 = *(float *)(this_00 + 0x274);
      iVar5 = CBaseEntity::GetGroundEntity(this_01);
      if ((iVar5 != 0) ||
         ((fVar7 = *(float *)(*(int *)(this + 0x118) + 0x490), fVar7 < 0.25 &&
          (SQRT(fVar1 * fVar1 + fVar2 * fVar2 + fVar3 * fVar3) < 5.0)))) {
        (**(code **)(*(int *)this + 0x38))(this);
        return 0x20b;
      }
    }
    else {
      fVar7 = *(float *)(*(int *)(this + 0x118) + 0x490);
    }
    if (fVar7 <= 0.99) {
      iVar5 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
      if ((iVar5 != 0x20b) ||
         ((this[0x166] == (CTerrorPlayerAnimState)0x0 &&
          (((*(float *)(*(CTerrorPlayer **)(this + 0x118) + 0x490) <= 0.5 ||
            (cVar4 = CTerrorPlayer::IsGettingUp(*(CTerrorPlayer **)(this + 0x118)), cVar4 != '\0'))
           || ((*(uint *)(*(int *)(this + 0x118) + 0x1cb0) & 0x61a) == 0)))))) goto LAB_00511b17;
    }
    else {
      (**(code **)(*(int *)this + 0x38))(this);
      iVar5 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
      if (iVar5 == 0x20a) {
        return 0x20b;
      }
      if (iVar5 != 0x20b) {
        if (iVar5 == 0x209) {
          return 0x20a;
        }
LAB_00511b17:
        iVar5 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
        if (iVar5 - 0x209U < 3) {
          uVar6 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
          return uVar6;
        }
        (**(code **)(*(int *)this + 0x38))(this);
        return 0x209;
      }
    }
  }
  this[0x15f] = (CTerrorPlayerAnimState)0x0;
  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.



        

        

          

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