L L4D2node

CTerrorPlayerAnimState::HandleActivity_Tank

0x00512730 · 339 bytes · __thiscall

_ZN22CTerrorPlayerAnimState19HandleActivity_TankEv

Decompiled

undefined (1 param)

/* CTerrorPlayerAnimState::HandleActivity_Tank() */

int __thiscall CTerrorPlayerAnimState::HandleActivity_Tank(CTerrorPlayerAnimState *this)

{
  uint uVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = *(int *)(this + 0x170);
  if (iVar3 == -1) {
    uVar1 = *(uint *)(this + 0x174);
    if (uVar1 == 0xffffffff) {
      uVar1 = *(uint *)(this + 0x178);
      if (uVar1 == 0xffffffff) {
        iVar3 = -1;
      }
      else {
        iVar3 = -1;
        if (uVar1 < 4) {
          iVar3 = *(int *)(CSWTCH_2009 + uVar1 * 4);
        }
        iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
        if (iVar3 != iVar2) goto LAB_005127c0;
        if (0.99 < *(float *)(*(int *)(this + 0x118) + 0x490)) {
          *(undefined4 *)(this + 0x178) = 0xffffffff;
          iVar3 = -1;
        }
      }
    }
    else {
      iVar3 = -1;
      if (uVar1 < 8) {
        iVar3 = *(int *)(CSWTCH_2008 + uVar1 * 4);
        iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
        if (iVar3 != iVar2) goto LAB_005127c0;
      }
      else {
        iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
        if (iVar2 != -1) {
LAB_005127c0:
          (**(code **)(*(int *)this + 0x38))(this);
          return iVar3;
        }
      }
      if (0.99 < *(float *)(*(int *)(this + 0x118) + 0x490)) {
        *(undefined4 *)(this + 0x174) = 0xffffffff;
        iVar3 = -1;
      }
    }
  }
  else {
    iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
    iVar3 = 0x2fa - (uint)(iVar3 == 0);
    if (iVar3 != iVar2) goto LAB_005127c0;
    if (0.99 < *(float *)(*(int *)(this + 0x118) + 0x490)) {
      *(undefined4 *)(this + 0x170) = 0xffffffff;
      iVar3 = -1;
    }
  }
  return iVar3;
}

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.



        

        

          

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