L L4D2node

CAnimationLayer::IsAbandoned

0x005ec230 · 74 bytes · __thiscall

_ZN15CAnimationLayer11IsAbandonedEv

Decompiled

undefined (1 param)

/* CAnimationLayer::IsAbandoned() */

undefined4 __thiscall CAnimationLayer::IsAbandoned(CAnimationLayer *this)

{
  undefined4 uVar1;
  
  uVar1 = 0;
  if ((((*(uint *)this & 1) != 0) && ((*(uint *)this & 6) == 0)) && (0.0 < *(float *)(this + 0x44)))
  {
    uVar1 = CONCAT31((int3)((uint)gpGlobals >> 8),
                     0.2 < *(float *)(gpGlobals + 0xc) - *(float *)(this + 0x44));
  }
  return uVar1;
}

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)