L L4D2node

CTerrorPlayerAnimState::HandleActivity_TongueAttack

0x00512b30 · 450 bytes · __thiscall

_ZN22CTerrorPlayerAnimState27HandleActivity_TongueAttackEv

Decompiled

undefined (1 param)

/* CTerrorPlayerAnimState::HandleActivity_TongueAttack() */

int __thiscall CTerrorPlayerAnimState::HandleActivity_TongueAttack(CTerrorPlayerAnimState *this)

{
  uint uVar1;
  int iVar2;
  undefined *puVar3;
  
  if (this[0x167] == (CTerrorPlayerAnimState)0x0) {
    return -1;
  }
  if (this[0x16b] == (CTerrorPlayerAnimState)0x0) {
    if (this[0x16c] != (CTerrorPlayerAnimState)0x0) {
      if ((*(float *)(*(int *)(this + 0x118) + 0x490) <= 0.99) &&
         (iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this),
         iVar2 == 0x2f3)) {
        return 0x2f3;
      }
      (**(code **)(*(int *)this + 0x38))(this);
      return 0x2f3;
    }
    iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
    if (iVar2 == 0x2ee) {
      if (*(float *)(*(int *)(this + 0x118) + 0x490) <= 0.99) {
        return 0x2ee;
      }
      uVar1 = *(uint *)(*(int *)(this + 0x118) + 0x33c0);
      if ((((uVar1 != 0xffffffff) &&
           (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
          (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar3 + 4) != 0)) {
        (**(code **)(*(int *)this + 0x38))(this);
        return 0x2ef;
      }
      (**(code **)(*(int *)this + 4))(this,0x5b,0);
      return -1;
    }
    iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
    if (iVar2 != 0x2ef) {
      (**(code **)(*(int *)this + 0x38))(this);
      return 0x2ee;
    }
  }
  else {
    iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
    if (iVar2 == 0x2f0) {
      if (*(float *)(*(int *)(this + 0x118) + 0x490) <= 0.99) {
        return 0x2f0;
      }
      (**(code **)(*(int *)this + 0x38))(this);
      return 0x2f1;
    }
    iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
    if (iVar2 != 0x2f1) {
      (**(code **)(*(int *)this + 0x38))(this);
      return 0x2f0;
    }
  }
  if (0.99 < *(float *)(*(int *)(this + 0x118) + 0x490)) {
    (**(code **)(*(int *)this + 0x38))(this);
  }
  return iVar2;
}

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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