CTerrorPlayerAnimState::HandleActivity_PouncedByHunter
0x00511c20 · 466 bytes · __thiscall
_ZN22CTerrorPlayerAnimState30HandleActivity_PouncedByHunterEv
Decompiled
undefined (1 param)
/* CTerrorPlayerAnimState::HandleActivity_PouncedByHunter() */
int __thiscall CTerrorPlayerAnimState::HandleActivity_PouncedByHunter(CTerrorPlayerAnimState *this)
{
uint uVar1;
CBaseEntity *this_00;
char cVar2;
int iVar3;
CBaseEntity *pCVar4;
int *piVar5;
undefined *puVar6;
if (this[0x161] == (CTerrorPlayerAnimState)0x0) {
iVar3 = -1;
}
else {
piVar5 = *(int **)(this + 0x118);
uVar1 = piVar5[0xf9a];
if ((((uVar1 == 0xffffffff) ||
(puVar6 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar6 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar6 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar6 + 4) == 0)) {
cVar2 = (**(code **)(*piVar5 + 0x7e8))(piVar5);
if (cVar2 == '\0') {
if (this[0x166] != (CTerrorPlayerAnimState)0x0) {
LAB_00511d60:
this[0x161] = (CTerrorPlayerAnimState)0x0;
return -1;
}
iVar3 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
if (iVar3 == 0x303) {
this_00 = *(CBaseEntity **)(this + 0x118);
pCVar4 = this_00;
if (((byte)this_00[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity(this_00);
pCVar4 = *(CBaseEntity **)(this + 0x118);
}
if ((0.99 < *(float *)(pCVar4 + 0x490)) ||
((50.0 < SQRT(*(float *)(this_00 + 0x278) * *(float *)(this_00 + 0x278) +
*(float *)(this_00 + 0x274) * *(float *)(this_00 + 0x274)) &&
(0.2 < *(float *)(pCVar4 + 0x490))))) goto LAB_00511d60;
}
else {
iVar3 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
if (iVar3 != 0x303) {
(**(code **)(*(int *)this + 0x38))(this);
}
}
return 0x303;
}
this[0x161] = (CTerrorPlayerAnimState)0x0;
(**(code **)(*(int *)this + 0x38))(this);
piVar5 = (int *)CTerrorPlayer::GetActiveTerrorWeapon(*(CTerrorPlayer **)(this + 0x118));
iVar3 = 700;
if (piVar5 != (int *)0x0) {
cVar2 = (**(code **)(*piVar5 + 0x674))(piVar5);
return 0x2bd - (uint)(cVar2 == '\0');
}
}
else {
iVar3 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
if ((iVar3 != 0x302) || (0.99 < *(float *)(*(int *)(this + 0x118) + 0x490))) {
(**(code **)(*(int *)this + 0x38))(this);
iVar3 = 0x302;
}
else {
iVar3 = 0x302;
}
}
}
return iVar3;
}
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
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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.