CTerrorPlayerAnimState::IsClimbingLedge
0x00513ec0 · 78 bytes · __thiscall
_ZNK22CTerrorPlayerAnimState15IsClimbingLedgeEv
Decompiled
undefined (1 param)
/* CTerrorPlayerAnimState::IsClimbingLedge() const */
bool __thiscall CTerrorPlayerAnimState::IsClimbingLedge(CTerrorPlayerAnimState *this)
{
bool bVar1;
int iVar2;
bVar1 = false;
if ((&DAT_000039f1)[*(int *)(this + 0x118)] != '\0') {
iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
bVar1 = true;
if (iVar2 != 0x2c6) {
iVar2 = CMultiPlayerAnimState::GetMainActivity((CMultiPlayerAnimState *)this);
return iVar2 == 0x2c7;
}
}
return bVar1;
}
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.