L L4D2node

CTerrorPlayerAnimState::SetCustomSequence

0x00514f40 · 79 bytes · __cdecl

_ZN22CTerrorPlayerAnimState17SetCustomSequenceEif

Decompiled

undefined (2 params)

/* CTerrorPlayerAnimState::SetCustomSequence(int, float) */

void CTerrorPlayerAnimState::SetCustomSequence(int param_1,float param_2)

{
  int *piVar1;
  
  piVar1 = mdlcache;
  (**(code **)(*mdlcache + 0x68))(mdlcache);
                    /* try { // try from 00514f6a to 00514f76 has its CatchHandler @ 00514f8f */
  CBaseAnimating::SetSequence(*(CBaseAnimating **)(param_1 + 0x118),(int)param_2);
  (**(code **)(*(int *)param_1 + 0x38))(param_1);
  *(undefined1 *)(param_1 + 0x154) = 1;
                    /* WARNING: Could not recover jumptable at 0x00514f8d. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*piVar1 + 0x6c))();
  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)