L L4D2node

CTerrorPlayerAnimState::RestartMainSequence

0x00518d80 · 137 bytes · __thiscall

_ZN22CTerrorPlayerAnimState19RestartMainSequenceEv

Decompiled

undefined (1 param)

/* CTerrorPlayerAnimState::RestartMainSequence() */

void __thiscall CTerrorPlayerAnimState::RestartMainSequence(CTerrorPlayerAnimState *this)

{
  float fVar1;
  CBaseEdict *this_00;
  int iVar2;
  CBaseAnimating *this_01;
  
  this_01 = *(CBaseAnimating **)(this + 0x118);
  fVar1 = *(float *)(gpGlobals + 0xc);
  if (fVar1 != *(float *)(this_01 + 0x2b20)) {
    if (this_01[0x6c] == (CBaseAnimating)0x0) {
      this_00 = *(CBaseEdict **)(this_01 + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
      *(float *)(this_01 + 0x2b20) = fVar1;
      this_01 = *(CBaseAnimating **)(this + 0x118);
    }
    else {
      this_01[0x70] = (CBaseAnimating)((byte)this_01[0x70] | 1);
      *(float *)(this_01 + 0x2b20) = fVar1;
      this_01 = *(CBaseAnimating **)(this + 0x118);
    }
  }
  CBaseAnimating::ResetSequenceInfo(this_01);
  CMultiPlayerAnimState::RestartMainSequence((CMultiPlayerAnimState *)this);
  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)