L L4D2node

CMoveHelperServer::PlayerSetAnimation

0x006f6770 · 68 bytes · __cdecl

_ZN17CMoveHelperServer18PlayerSetAnimationE11PLAYER_ANIM

Decompiled

undefined (1 param)

/* CMoveHelperServer::PlayerSetAnimation(PLAYER_ANIM) */

void CMoveHelperServer::PlayerSetAnimation(int param_1)

{
  int *piVar1;
  char cVar2;
  
  piVar1 = *(int **)(param_1 + 4);
  if (piVar1 != (int *)0x0) {
    cVar2 = (**(code **)(*piVar1 + 0x16c))(piVar1);
    if (cVar2 != '\0') {
                    /* WARNING: Could not recover jumptable at 0x006f67ab. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(**(int **)(param_1 + 4) + 0x620))();
      return;
    }
  }
  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)