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 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.