L L4D2node

Infected::SetIdleBodyGroupVariant

0x00a10180 · 408 bytes · __cdecl

_ZN8Infected23SetIdleBodyGroupVariantEPKcS1_

Decompiled

undefined (2 params)

/* Infected::SetIdleBodyGroupVariant(char const*, char const*) */

undefined4 Infected::SetIdleBodyGroupVariant(char *param_1,char *param_2)

{
  char cVar1;
  int iVar2;
  int iVar3;
  undefined4 uVar4;
  char *pcVar5;
  char *pcVar6;
  int iVar7;
  int iVar8;
  
  if (*(int *)(ZombieExpressions._28_4_ + 0x30) == 0) {
    iVar2 = CBaseAnimating::FindBodygroupByName((CBaseAnimating *)param_1,param_2);
    if ((-1 < iVar2) &&
       (iVar3 = CBaseAnimating::GetNumBodyGroups((CBaseAnimating *)param_1), iVar2 < iVar3)) {
      iVar3 = CBaseAnimating::GetBodygroup((CBaseAnimating *)param_1,iVar2);
      pcVar5 = (char *)CBaseAnimating::GetBodygroupPartName((CBaseAnimating *)param_1,iVar2,iVar3);
      if (*pcVar5 == 'E') {
        iVar8 = 0;
        iVar3 = CBaseAnimating::GetBodygroupCount((CBaseAnimating *)param_1,iVar2);
        if (0 < iVar3) {
          do {
            pcVar6 = (char *)CBaseAnimating::GetBodygroupPartName
                                       ((CBaseAnimating *)param_1,iVar2,iVar8);
            if ((pcVar5 + 3 == pcVar6) || (iVar7 = _V_stricmp(pcVar5 + 3,pcVar6), iVar7 == 0)) {
              CBaseAnimating::SetBodygroup((CBaseAnimating *)param_1,iVar2,iVar8);
              return 1;
            }
            iVar8 = iVar8 + 1;
          } while (iVar8 != iVar3);
        }
      }
    }
    return 0;
  }
  iVar2 = CBaseAnimatingOverlay::FindGestureLayer((CBaseAnimatingOverlay *)param_1,ACT_EXP_IDLE);
  cVar1 = CBaseAnimatingOverlay::IsValidLayer((CBaseAnimatingOverlay *)param_1,iVar2);
  if (cVar1 == '\0') {
    iVar2 = CBaseAnimatingOverlay::FindGestureLayer((CBaseAnimatingOverlay *)param_1,ACT_EXP_ANGRY);
    cVar1 = CBaseAnimatingOverlay::IsValidLayer((CBaseAnimatingOverlay *)param_1,iVar2);
    if (cVar1 != '\0') {
      CBaseAnimatingOverlay::RemoveLayer((CBaseAnimatingOverlay *)param_1,iVar2,0.2,0.0);
    }
    iVar2 = CBaseAnimatingOverlay::AddGesture((CBaseAnimatingOverlay *)param_1,ACT_EXP_IDLE,0);
    uVar4 = CBaseAnimatingOverlay::IsValidLayer((CBaseAnimatingOverlay *)param_1,iVar2);
    if ((char)uVar4 != '\0') {
      CBaseAnimatingOverlay::SetLayerLooping((CBaseAnimatingOverlay *)param_1,iVar2,true);
      return uVar4;
    }
  }
  return 1;
}

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)