CTerrorPlayerAnimState::ShouldLockEyeYaw
0x00513880 · 126 bytes · __thiscall
_ZNK22CTerrorPlayerAnimState16ShouldLockEyeYawEv
Decompiled
undefined (1 param)
/* CTerrorPlayerAnimState::ShouldLockEyeYaw() const */
CTerrorPlayerAnimState __thiscall
CTerrorPlayerAnimState::ShouldLockEyeYaw(CTerrorPlayerAnimState *this)
{
int iVar1;
if (((((this[0x164] == (CTerrorPlayerAnimState)0x0) ||
(*(char *)(*(int *)(this + 0x118) + 0x3e78) != '\0')) && (*(int *)(this + 0x17c) == -1)) &&
((this[0x169] == (CTerrorPlayerAnimState)0x0 && (this[0x159] == (CTerrorPlayerAnimState)0x0)))
) && ((this[0x16a] == (CTerrorPlayerAnimState)0x0 &&
((iVar1 = CMultiPlayerAnimState::GetMainActivity
(*(CMultiPlayerAnimState **)(*(int *)(this + 0x118) + 0x2910)),
iVar1 != 0x211 && (this[0x15d] == (CTerrorPlayerAnimState)0x0)))))) {
return this[0x15b];
}
return (CTerrorPlayerAnimState)0x1;
}
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.