L L4D2node

CTerrorPlayerAnimState::HandleActivity_Resurrection

0x005126c0 · 97 bytes · __thiscall

_ZN22CTerrorPlayerAnimState27HandleActivity_ResurrectionEv

Decompiled

undefined (1 param)

/* CTerrorPlayerAnimState::HandleActivity_Resurrection() */

int __thiscall CTerrorPlayerAnimState::HandleActivity_Resurrection(CTerrorPlayerAnimState *this)

{
  int iVar1;
  
  if (this[0x157] == (CTerrorPlayerAnimState)0x0) {
    iVar1 = -1;
  }
  else {
    iVar1 = CTerrorPlayer::GetCurrentUseAction(*(CTerrorPlayer **)(this + 0x118));
    if (iVar1 != 5) {
      this[0x157] = (CTerrorPlayerAnimState)0x0;
      return -1;
    }
    iVar1 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
    if (iVar1 != 0x2b9) {
      (**(code **)(*(int *)this + 0x38))(this);
      iVar1 = 0x2b9;
    }
  }
  return iVar1;
}

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)