CTerrorPlayerAnimState::ZeroLookYawAndPitch
0x00512d20 · 222 bytes · __thiscall
_ZN22CTerrorPlayerAnimState19ZeroLookYawAndPitchEv
Decompiled
undefined (1 param)
/* CTerrorPlayerAnimState::ZeroLookYawAndPitch() */
void __thiscall CTerrorPlayerAnimState::ZeroLookYawAndPitch(CTerrorPlayerAnimState *this)
{
CBaseEntity *this_00;
int iVar1;
CStudioHdr *pCVar2;
this_00 = *(CBaseEntity **)(this + 0x118);
pCVar2 = *(CStudioHdr **)(this_00 + 0x13e0);
if (pCVar2 == (CStudioHdr *)0x0) {
iVar1 = CBaseEntity::GetModel(this_00);
if (iVar1 == 0) {
pCVar2 = *(CStudioHdr **)(this_00 + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)this_00);
pCVar2 = *(CStudioHdr **)(this_00 + 0x13e0);
}
if (pCVar2 == (CStudioHdr *)0x0) {
return;
}
}
if (*(int *)pCVar2 != 0) {
CBaseAnimating::SetPoseParameter
(*(CBaseAnimating **)(this + 0x1c),pCVar2,*(int *)(this + 0x44),0.0);
CBaseAnimating::SetPoseParameter
(*(CBaseAnimating **)(this + 0x1c),pCVar2,*(int *)(this + 0x4c),0.0);
CBaseAnimating::SetPoseParameter
(*(CBaseAnimating **)(this + 0x1c),pCVar2,*(int *)(this + 0x40),0.0);
CBaseAnimating::SetPoseParameter
(*(CBaseAnimating **)(this + 0x1c),pCVar2,*(int *)(this + 0x48),0.0);
}
return;
}
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.