L L4D2node

CTerrorPlayer::OnLeaveDeathAnimState

0x00995360 · 216 bytes · __thiscall

_ZN13CTerrorPlayer21OnLeaveDeathAnimStateEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::OnLeaveDeathAnimState() */

void __thiscall CTerrorPlayer::OnLeaveDeathAnimState(CTerrorPlayer *this)

{
  uint uVar1;
  CBaseEntity *this_00;
  code *pcVar2;
  char cVar3;
  undefined *puVar4;
  
  uVar1 = *(uint *)(this + 0x2088);
  if ((((uVar1 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
     ((this_00 = *(CBaseEntity **)(puVar4 + 4), this != (CTerrorPlayer *)this_00 &&
      (this_00 != (CBaseEntity *)0x0)))) {
    if ((*(char **)(this_00 + 0x7c) != "point_deathfall_camera") &&
       (cVar3 = CBaseEntity::ClassMatchesComplex(this_00,"point_deathfall_camera"), cVar3 == '\0'))
    {
      return;
    }
    if (0.0 < *(float *)(TheDirector + 0x270)) {
      pcVar2 = *(code **)(*(int *)this + 0x1dc);
      if ((((byte)this_00[0x14d] & 8) != 0) &&
         (CBaseEntity::CalcAbsolutePosition(this_00), ((byte)this_00[0x14d] & 8) != 0)) {
        CBaseEntity::CalcAbsolutePosition(this_00);
      }
      (*pcVar2)(this,this_00 + 0x2e0,this_00 + 0x37c,0);
      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)