L L4D2node

CTerrorPlayerAnimState::HandleNetGesture

0x00514ef0 · 65 bytes · __thiscall

_ZN22CTerrorPlayerAnimState16HandleNetGestureEi8Activity

Decompiled

undefined (3 params)

/* CTerrorPlayerAnimState::HandleNetGesture(int, Activity) */

void __thiscall
CTerrorPlayerAnimState::HandleNetGesture(CTerrorPlayerAnimState *param_1,int param_2,int param_3)

{
  if (param_3 != -1) {
    CMultiPlayerAnimState::StartGesture((CMultiPlayerAnimState *)param_1,param_2,param_3,0);
    return;
  }
  CMultiPlayerAnimState::StopGesture((CMultiPlayerAnimState *)param_1,param_2,0.5);
  return;
}

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)