L L4D2node

CBaseAnimating::InitStepHeightAdjust

0x005e0250 · 89 bytes · __thiscall

_ZN14CBaseAnimating20InitStepHeightAdjustEv

Decompiled

undefined (1 param)

/* CBaseAnimating::InitStepHeightAdjust() */

void __thiscall CBaseAnimating::InitStepHeightAdjust(CBaseAnimating *this)

{
  *(undefined4 *)(this + 0x46c) = 0;
  *(undefined4 *)(this + 0x470) = 0;
  *(undefined4 *)(this + 0x474) = 0;
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  *(undefined4 *)(this + 0x47c) = 0;
  *(undefined4 *)(this + 0x478) = *(undefined4 *)(this + 0x2e8);
  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)