L L4D2node

CTerrorPlayerAnimState::HandleActivity_Stagger

0x00512e10 · 458 bytes · __thiscall

_ZN22CTerrorPlayerAnimState22HandleActivity_StaggerEv

Decompiled

undefined (1 param)

/* CTerrorPlayerAnimState::HandleActivity_Stagger() */

int __thiscall CTerrorPlayerAnimState::HandleActivity_Stagger(CTerrorPlayerAnimState *this)

{
  uint uVar1;
  char cVar2;
  int iVar3;
  int *piVar4;
  int iVar5;
  
  if (*(int *)(this + 0x17c) == -1) {
    return -1;
  }
  cVar2 = CTerrorPlayer::IsStaggerTimerActive(*(CTerrorPlayer **)(this + 0x118));
  if (cVar2 == '\0') {
    *(undefined4 *)(this + 0x17c) = 0xffffffff;
    CTerrorPlayer::CancelStagger(*(CTerrorPlayer **)(this + 0x118));
    return -1;
  }
  iVar5 = -1;
  ZeroLookYawAndPitch(this);
  iVar3 = CTerrorPlayer::GetActiveTerrorWeapon(*(CTerrorPlayer **)(this + 0x118));
  if (iVar3 == 0) {
LAB_00512e8b:
    uVar1 = *(uint *)(this + 0x17c);
  }
  else {
    piVar4 = (int *)CTerrorPlayer::GetActiveTerrorWeapon(*(CTerrorPlayer **)(this + 0x118));
    iVar3 = (**(code **)(*piVar4 + 0x638))(piVar4);
    if (iVar3 == 0x13) {
      iVar5 = CTerrorPlayer::GetActiveTerrorWeapon(*(CTerrorPlayer **)(this + 0x118));
      if (iVar5 == 0) {
        piVar4 = (int *)0x0;
      }
      else {
        piVar4 = (int *)__dynamic_cast(iVar5,&CBaseCombatWeapon::typeinfo,
                                       &CTerrorMeleeWeapon::typeinfo,0);
      }
      iVar5 = (**(code **)(*piVar4 + 0x704))(piVar4);
      goto LAB_00512e8b;
    }
    if (iVar3 < 0x14) {
      if (iVar3 != 1) {
LAB_00512fb1:
        iVar5 = 0x26d;
        goto LAB_00512e8b;
      }
    }
    else {
      iVar5 = 0x271;
      if (iVar3 == 0x14) goto LAB_00512e8b;
      if (iVar3 != 0x20) goto LAB_00512fb1;
    }
    uVar1 = *(uint *)(this + 0x17c);
    iVar5 = 0x279;
  }
  if (7 < uVar1) {
    return -1;
  }
  switch(uVar1) {
  default:
    iVar5 = iVar5 + uVar1;
    break;
  case 4:
    iVar5 = 0x300;
    iVar3 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
    if (iVar3 != 0x300) {
      iVar5 = 0x300;
      goto LAB_00512f70;
    }
    goto LAB_00512f31;
  case 5:
    iVar5 = 0x2ff;
    break;
  case 6:
    iVar5 = 0x2fd;
    break;
  case 7:
    iVar5 = 0x2fe;
  }
  iVar3 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
  if (iVar5 != iVar3) {
LAB_00512f70:
    (**(code **)(*(int *)this + 0x38))(this);
    return iVar5;
  }
LAB_00512f31:
  if (0.99 < *(float *)(*(CTerrorPlayer **)(this + 0x118) + 0x490)) {
    *(undefined4 *)(this + 0x17c) = 0xffffffff;
    CTerrorPlayer::CancelStagger(*(CTerrorPlayer **)(this + 0x118));
    iVar5 = -1;
  }
  return iVar5;
}

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)