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 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.