L L4D2node

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 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)