L L4D2node

CTerrorPlayerAnimState::IsChainsawing

0x00513b70 · 50 bytes · __thiscall

_ZNK22CTerrorPlayerAnimState13IsChainsawingEv

Decompiled

undefined (1 param)

/* CTerrorPlayerAnimState::IsChainsawing() const */

undefined4 __thiscall CTerrorPlayerAnimState::IsChainsawing(CTerrorPlayerAnimState *this)

{
  int iVar1;
  
  iVar1 = CMultiPlayerAnimState::GetGestureSlotActivity((CMultiPlayerAnimState *)this,0);
  if ((iVar1 != 0x4c0) && (iVar1 != 0x4d1)) {
    return 0;
  }
  return 1;
}

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)