L L4D2node

TankLocomotion::OnAnimationActivityInterrupted

0x00af2150 · 231 bytes · __thiscall

_ZN14TankLocomotion30OnAnimationActivityInterruptedEi

Decompiled

undefined (2 params)

/* TankLocomotion::OnAnimationActivityInterrupted(int) */

void __thiscall TankLocomotion::OnAnimationActivityInterrupted(TankLocomotion *this,int param_1)

{
  Vector *pVVar1;
  char cVar2;
  int *piVar3;
  CBaseEntity *this_00;
  uint uVar4;
  Vector local_7c [12];
  CGameTrace local_70 [55];
  char local_39;
  
  piVar3 = (int *)(**(code **)(*(int *)this + 0xb0))(this);
  this_00 = (CBaseEntity *)(**(code **)(*piVar3 + 0xb4))(piVar3);
  if ((param_1 - 0x2d0U < 0x11) && ((1 << ((byte)(param_1 - 0x2d0U) & 0x1f) & 0x14a15U) != 0)) {
    if (((byte)this_00[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition(this_00);
    }
    pVVar1 = (Vector *)(this_00 + 0x2e0);
    uVar4 = (**(code **)(*(int *)this_00 + 0x7a0))(this_00,0);
    UTIL_TraceEntity(this_00,pVVar1,pVVar1,uVar4,local_70);
    if (local_39 != '\0') {
      cVar2 = EntityPlacementTest(this_00,pVVar1,local_7c,false,0x200400b,(ITraceFilter *)0x0,0.0);
      if (cVar2 != '\0') {
        CBaseEntity::SetAbsOrigin(this_00,local_7c);
      }
    }
  }
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)