CTerrorPlayerAnimState::HandleActivity_RiddenByJockey
0x00511e10 · 188 bytes · __thiscall
_ZN22CTerrorPlayerAnimState29HandleActivity_RiddenByJockeyEv
Decompiled
undefined (1 param)
/* CTerrorPlayerAnimState::HandleActivity_RiddenByJockey() */
undefined4 __thiscall
CTerrorPlayerAnimState::HandleActivity_RiddenByJockey(CTerrorPlayerAnimState *this)
{
int *piVar1;
uint uVar2;
char cVar3;
int iVar4;
undefined *puVar5;
if (this[0x166] != (CTerrorPlayerAnimState)0x0) {
piVar1 = *(int **)(this + 0x118);
uVar2 = piVar1[0xfb8];
if ((((uVar2 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar2 >> 0xc)) &&
((*(int *)(puVar5 + 4) != 0 &&
(cVar3 = (**(code **)(*piVar1 + 0x7e8))(piVar1), cVar3 == '\0')))) {
iVar4 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
if ((iVar4 == 799) && (*(float *)(*(int *)(this + 0x118) + 0x490) <= 0.99)) {
return 799;
}
(**(code **)(*(int *)this + 0x38))(this);
return 799;
}
this[0x166] = (CTerrorPlayerAnimState)0x0;
}
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.