CTerrorPlayerAnimState::ShouldLoopClientActivity
0x00513a90 · 64 bytes · __thiscall
_ZNK22CTerrorPlayerAnimState24ShouldLoopClientActivityE8Activity
Decompiled
undefined (2 params)
/* CTerrorPlayerAnimState::ShouldLoopClientActivity(Activity) const */
undefined4 __thiscall CTerrorPlayerAnimState::ShouldLoopClientActivity(undefined4 this,int param_2)
{
if (param_2 < 0x210) {
if (((0x20d < param_2) || (param_2 == 0x14)) || (param_2 == 0x20b)) {
return 0;
}
}
else if (0x26c < param_2) {
if (param_2 < 0x27d) {
return 0;
}
if (param_2 == 0x303) {
return 0;
}
}
return 1;
}
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.