L L4D2node

CTerrorPlayerAnimState::OnGestureStop

0x00519550 · 257 bytes · __thiscall

_ZN22CTerrorPlayerAnimState13OnGestureStopEi

Decompiled

undefined (2 params)

/* CTerrorPlayerAnimState::OnGestureStop(int) */

void __thiscall CTerrorPlayerAnimState::OnGestureStop(CTerrorPlayerAnimState *this,int param_1)

{
  CBaseEdict *pCVar1;
  int iVar2;
  int iVar3;
  undefined4 local_20 [4];
  
  CMultiPlayerAnimState::OnGestureStop((int)this);
  local_20[0] = 0xffffffff;
  iVar3 = *(int *)(this + 0x118);
  iVar2 = memcmp((void *)(iVar3 + 0x2acc + param_1 * 4),local_20,4);
  if (iVar2 != 0) {
    if (*(char *)(iVar3 + 0x6c) == '\0') {
      pCVar1 = *(CBaseEdict **)(iVar3 + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      *(byte *)(iVar3 + 0x70) = *(byte *)(iVar3 + 0x70) | 1;
    }
    *(undefined4 *)(iVar3 + 0x2acc + param_1 * 4) = 0xffffffff;
    iVar3 = *(int *)(this + 0x118);
  }
  local_20[0] = 0xffffffff;
  iVar2 = memcmp((void *)(iVar3 + 0x2ae8 + param_1 * 4),local_20,4);
  if (iVar2 == 0) {
    return;
  }
  if (*(char *)(iVar3 + 0x6c) == '\0') {
    pCVar1 = *(CBaseEdict **)(iVar3 + 0x30);
    if (pCVar1 != (CBaseEdict *)0x0) {
      *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
      iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
      *(undefined2 *)(iVar2 + 2) = 0;
    }
    *(undefined4 *)(iVar3 + 0x2ae8 + param_1 * 4) = 0xffffffff;
  }
  else {
    *(byte *)(iVar3 + 0x70) = *(byte *)(iVar3 + 0x70) | 1;
    *(undefined4 *)(iVar3 + 0x2ae8 + param_1 * 4) = 0xffffffff;
  }
  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)