L L4D2node

CTerrorPlayerAnimState::HandleActivity_Push

0x00512640 · 113 bytes · __thiscall

_ZN22CTerrorPlayerAnimState19HandleActivity_PushEv

Decompiled

undefined (1 param)

/* CTerrorPlayerAnimState::HandleActivity_Push() */

undefined4 __thiscall CTerrorPlayerAnimState::HandleActivity_Push(CTerrorPlayerAnimState *this)

{
  uint uVar1;
  int iVar2;
  undefined *puVar3;
  undefined4 uVar4;
  
  uVar4 = 0xffffffff;
  uVar1 = *(uint *)(*(int *)(this + 0x118) + 0x33ac);
  if ((((uVar1 != 0xffffffff) &&
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)) {
    iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
    if (iVar2 != 0x2c0) {
      uVar4 = 0x2c0;
    }
    return uVar4;
  }
  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)