L L4D2node

CTerrorPlayerAnimState::HandleActivity_Ladders

0x005125b0 · 126 bytes · __thiscall

_ZN22CTerrorPlayerAnimState22HandleActivity_LaddersEv

Decompiled

undefined (1 param)

/* CTerrorPlayerAnimState::HandleActivity_Ladders() */

undefined4 __thiscall CTerrorPlayerAnimState::HandleActivity_Ladders(CTerrorPlayerAnimState *this)

{
  int iVar1;
  Vector local_18 [8];
  float local_10;
  
  if (*(char *)(*(int *)(this + 0x118) + 0x186) != '\t') {
    return 0xffffffff;
  }
  CMultiPlayerAnimState::GetOuterAbsVelocity((CMultiPlayerAnimState *)this,local_18);
  if ((local_10 <= 0.0) &&
     ((local_10 != 0.0 ||
      (iVar1 = CMultiPlayerAnimState::GetMainActivity
                         (*(CMultiPlayerAnimState **)(*(int *)(this + 0x118) + 0x2910)),
      iVar1 == 0x22)))) {
    return 0x22;
  }
  return 0x21;
}

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)