L L4D2node

ZombieBotLocomotion::OnAnimationActivityComplete

0x00a51500 · 121 bytes · __thiscall

_ZN19ZombieBotLocomotion27OnAnimationActivityCompleteEi

Decompiled

undefined (2 params)

/* ZombieBotLocomotion::OnAnimationActivityComplete(int) */

void __thiscall
ZombieBotLocomotion::OnAnimationActivityComplete(ZombieBotLocomotion *this,int param_1)

{
  CBaseEntity *this_00;
  CBaseEntity *this_01;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  if ((*(int *)(this + 0xe8) != 0) && (param_1 == 0x2cd)) {
    this_00 = *(CBaseEntity **)(this + 0x78);
    this_01 = this_00;
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
      this_01 = *(CBaseEntity **)(this + 0x78);
    }
    local_14 = *(undefined4 *)(this_00 + 0x380);
    local_18 = 0;
    local_10 = *(undefined4 *)(this_00 + 900);
    CBaseEntity::SetAbsAngles(this_01,(QAngle *)&local_18);
    *(undefined4 *)(this + 0xe8) = 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)