CTerrorPlayerAnimState::HandleActivity_Pouncing
0x005128c0 · 388 bytes · __thiscall
_ZN22CTerrorPlayerAnimState23HandleActivity_PouncingEv
Decompiled
undefined (1 param)
/* CTerrorPlayerAnimState::HandleActivity_Pouncing() */
undefined4 __thiscall CTerrorPlayerAnimState::HandleActivity_Pouncing(CTerrorPlayerAnimState *this)
{
uint uVar1;
int iVar2;
undefined *puVar3;
iVar2 = *(int *)(this + 0x118);
if (*(char *)(iVar2 + 0x3e78) == '\0') {
if (this[0x164] == (CTerrorPlayerAnimState)0x0) {
return 0xffffffff;
}
uVar1 = *(uint *)(iVar2 + 0x3e64);
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar3 + 8) == uVar1 >> 0xc && (*(int *)(puVar3 + 4) != 0)))) {
if ((*(float *)(iVar2 + 0x490) <= 0.99) &&
(iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this),
iVar2 == 0x2fc)) {
return 0x2fc;
}
(**(code **)(*(int *)this + 0x38))(this);
return 0x2fc;
}
}
else {
iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
if (iVar2 == 0x2eb) {
if (*(float *)(*(int *)(this + 0x118) + 0x490) <= 0.99) {
return 0x2eb;
}
(**(code **)(*(int *)this + 0x38))(this);
return 0x2ec;
}
iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
if (iVar2 != 0x2ec) {
(**(code **)(*(int *)this + 0x38))(this);
return 0x2eb;
}
uVar1 = *(uint *)(*(int *)(this + 0x118) + 0x3e64);
if ((((uVar1 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar3 + 4) == 0)) {
if (*(float *)(*(int *)(this + 0x118) + 0x490) <= 0.99) {
return 0x2ec;
}
(**(code **)(*(int *)this + 0x38))(this);
return 0x2ec;
}
}
this[0x164] = (CTerrorPlayerAnimState)0x0;
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
DHookCreateFromConf - DHooks reads return type, this-type,
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.