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 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.