L L4D2node

CTerrorPlayerAnimState::FireEvent

0x0050fd50 · 284 bytes · __thiscall

_ZN22CTerrorPlayerAnimState9FireEventERK6VectorRK6QAngleiPKc

Decompiled

undefined (5 params)

/* CTerrorPlayerAnimState::FireEvent(Vector const&, QAngle const&, int, char const*) */

void __thiscall
CTerrorPlayerAnimState::FireEvent
          (CTerrorPlayerAnimState *this,Vector *param_1,QAngle *param_2,int param_3,char *param_4)

{
  longdouble lVar1;
  float fVar2;
  double dVar3;
  
  if (param_3 == 0x38) {
    if (param_4 != (char *)0x0) {
      dVar3 = strtod(param_4,(char **)0x0);
      fVar2 = (float)dVar3;
      lVar1 = (longdouble)CountdownTimer::Now();
      if ((float)lVar1 + fVar2 != *(float *)(this + 0x198)) {
        (**(code **)(*(int *)(this + 400) + 4))(this + 400,this + 0x198);
        *(float *)(this + 0x198) = (float)lVar1 + fVar2;
      }
      if (fVar2 != *(float *)(this + 0x194)) {
        (**(code **)(*(int *)(this + 400) + 4))(this + 400,this + 0x194);
        *(float *)(this + 0x194) = fVar2;
      }
    }
  }
  else if ((param_3 == 0x39) && (*(float *)(this + 0x198) != -1.0)) {
    (**(code **)(*(int *)(this + 400) + 4))(this + 400,this + 0x198);
    *(undefined4 *)(this + 0x198) = 0xbf800000;
    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)