L L4D2node

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 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)