L L4D2node

CTerrorPlayerAnimState::HandleActivity_Riding

0x00512a70 · 169 bytes · __thiscall

_ZN22CTerrorPlayerAnimState21HandleActivity_RidingEv

Decompiled

undefined (1 param)

/* CTerrorPlayerAnimState::HandleActivity_Riding() */

undefined4 __thiscall CTerrorPlayerAnimState::HandleActivity_Riding(CTerrorPlayerAnimState *this)

{
  uint uVar1;
  int iVar2;
  undefined *puVar3;
  
  if (this[0x165] != (CTerrorPlayerAnimState)0x0) {
    uVar1 = *(uint *)(*(int *)(this + 0x118) + 0x3edc);
    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 == 0x31e) && (*(float *)(*(int *)(this + 0x118) + 0x490) <= 0.99)) {
        return 0x31e;
      }
      (**(code **)(*(int *)this + 0x38))(this);
      return 0x31e;
    }
    this[0x165] = (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)