L L4D2node

CTerrorPlayerAnimState::UpdateFidgeting

0x005131c0 · 442 bytes · __thiscall

_ZN22CTerrorPlayerAnimState15UpdateFidgetingEv

Decompiled

undefined (1 param)

/* CTerrorPlayerAnimState::UpdateFidgeting() */

void __thiscall CTerrorPlayerAnimState::UpdateFidgeting(CTerrorPlayerAnimState *this)

{
  code *pcVar1;
  char cVar2;
  int iVar3;
  int *piVar4;
  undefined4 uVar5;
  longdouble lVar6;
  float fVar7;
  
  if (this[0x180] == (CTerrorPlayerAnimState)0x0) {
    lVar6 = (longdouble)CountdownTimer::Now();
    if (*(float *)(this + 0x18c) <= (float)lVar6) {
      iVar3 = RandomInt(*(undefined4 *)(fidget_min_interval._28_4_ + 0x30),
                        *(undefined4 *)(fidget_max_interval._28_4_ + 0x30));
      fVar7 = (float)iVar3;
      lVar6 = (longdouble)CountdownTimer::Now();
      if ((float)lVar6 + fVar7 != *(float *)(this + 0x18c)) {
        (**(code **)(*(int *)(this + 0x184) + 4))(this + 0x184,this + 0x18c);
        *(float *)(this + 0x18c) = (float)lVar6 + fVar7;
      }
      if (fVar7 != *(float *)(this + 0x188)) {
        (**(code **)(*(int *)(this + 0x184) + 4))(this + 0x184,this + 0x188);
        *(float *)(this + 0x188) = fVar7;
      }
      piVar4 = (int *)CTerrorPlayer::GetActiveTerrorWeapon(*(CTerrorPlayer **)(this + 0x118));
      if ((piVar4 != (int *)0x0) && (cVar2 = (**(code **)(*piVar4 + 0x68c))(piVar4), cVar2 == '\0'))
      {
        return;
      }
      if (((((((byte)(*(CTerrorPlayer **)(this + 0x118))[0x150] & 0x20) == 0) &&
            (lVar6 = (longdouble)
                     CTerrorPlayer::GetTimeSinceLastFiredWeapon(*(CTerrorPlayer **)(this + 0x118)),
            4.0 <= (float)lVar6)) && (this[0x161] == (CTerrorPlayerAnimState)0x0)) &&
          ((this[0x159] == (CTerrorPlayerAnimState)0x0 &&
           (this[0x15d] == (CTerrorPlayerAnimState)0x0)))) &&
         ((this[0x162] == (CTerrorPlayerAnimState)0x0 &&
          (this[0x166] == (CTerrorPlayerAnimState)0x0)))) {
        pcVar1 = *(code **)(*(int *)this + 0x1c);
        uVar5 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
        iVar3 = (*pcVar1)(this,uVar5);
        if ((iVar3 == 6) || (iVar3 == 1)) {
          (**(code **)(**(int **)(this + 0x118) + 0x7fc))(*(int **)(this + 0x118),0x62,0);
        }
      }
    }
  }
  return;
}

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)