L L4D2node

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 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)