ZombieBotBody::GetPostureTransitionActivity
0x00a4e390 · 142 bytes · __thiscall
_ZNK13ZombieBotBody28GetPostureTransitionActivityEN5IBody11PostureTypeE
Decompiled
undefined (2 params)
/* ZombieBotBody::GetPostureTransitionActivity(IBody::PostureType) const */
int __thiscall ZombieBotBody::GetPostureTransitionActivity(ZombieBotBody *this,int param_2)
{
int iVar1;
int iVar2;
if (param_2 == 2) {
if (*(int *)(this + 0x44) == 2) {
return -1;
}
return (uint)(*(int *)(this + 0x44) == 4) * 8 + 0x289;
}
iVar1 = *(int *)(this + 0x44);
if (param_2 == 4) {
iVar2 = 0x28c;
if (iVar1 != 2) {
iVar2 = -1;
if (iVar1 != 4) {
iVar2 = 0x28e;
}
return iVar2;
}
}
else {
if (iVar1 == 2) {
iVar1 = (**(code **)(*(int *)this + 0x110))(this);
return 0x28b - (uint)(iVar1 == 0);
}
if (iVar1 != 4) {
return -1;
}
iVar1 = (**(code **)(*(int *)this + 0x110))(this);
iVar2 = 0x290 - (uint)(iVar1 == 0);
}
return iVar2;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.