L L4D2node

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 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)