L L4D2node

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 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)