CTerrorWeapon::Operator_HandleAnimEvent
0x0056daa0 · 128 bytes · __cdecl
_ZN13CTerrorWeapon24Operator_HandleAnimEventEP11animevent_tP20CBaseCombatCharacter
Decompiled
undefined (2 params)
/* CTerrorWeapon::Operator_HandleAnimEvent(animevent_t*, CBaseCombatCharacter*) */
void CTerrorWeapon::Operator_HandleAnimEvent(animevent_t *param_1,CBaseCombatCharacter *param_2)
{
uint uVar1;
int iVar2;
undefined *puVar3;
if ((*(uint *)(param_2 + 0x10) & 0x401) == 0x401) {
iVar2 = GetPlayerOwner((CTerrorWeapon *)param_1);
if (iVar2 != 0) {
uVar1 = *(uint *)(iVar2 + 0x30bc);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) && (*(int **)(puVar3 + 4) != (int *)0x0)) {
/* WARNING: Could not recover jumptable at 0x0056db27. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(**(int **)(puVar3 + 4) + 0x380))();
return;
}
}
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.