L L4D2node

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 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)