L L4D2node

z_debug_infected_anim_report

0x00a123a0 · 166 bytes · __cdecl

_ZL28z_debug_infected_anim_reportRK8CCommand

Decompiled

undefined (1 param)

/* z_debug_infected_anim_report(CCommand const&) */

void z_debug_infected_anim_report(CCommand *param_1)

{
  int *piVar1;
  CBasePlayer *pCVar2;
  uint uVar3;
  int iVar4;
  Infected *this;
  byte *pbVar5;
  
  pCVar2 = (CBasePlayer *)UTIL_GetCommandClient();
  if (*(int *)param_1 < 2) {
    uVar3 = 0;
  }
  else {
    uVar3 = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
    if (0x7ff < uVar3) {
      return;
    }
  }
  if ((((*(int *)(gpGlobals + 0x58) != 0) &&
       (pbVar5 = (byte *)(*(int *)(gpGlobals + 0x58) + uVar3 * 0x10), (*pbVar5 & 2) == 0)) &&
      (piVar1 = *(int **)(pbVar5 + 0xc), piVar1 != (int *)0x0)) &&
     ((iVar4 = (**(code **)(*piVar1 + 0x18))(piVar1), iVar4 != 0 &&
      (this = (Infected *)__dynamic_cast(iVar4,&CBaseEntity::typeinfo,&Infected::typeinfo,0),
      this != (Infected *)0x0)))) {
    Infected::ReportAnimationState(this,pCVar2);
    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)