L L4D2node

CBaseAnimating::HandleAnimEvent

0x005de390 · 217 bytes · __thiscall

_ZN14CBaseAnimating15HandleAnimEventEP11animevent_t

Decompiled

undefined (2 params)

/* CBaseAnimating::HandleAnimEvent(animevent_t*) */

void __thiscall CBaseAnimating::HandleAnimEvent(CBaseAnimating *this,animevent_t *param_1)

{
  int iVar1;
  undefined1 *puVar2;
  
  if ((*(uint *)(param_1 + 0x10) & 0x401) == 0x401) {
    iVar1 = *(int *)param_1;
    if (iVar1 == 0x10) {
      CBaseEntity::EmitSound((CBaseEntity *)this,*(char **)(param_1 + 4),0.0,(float *)0x0);
      return;
    }
    if (iVar1 == 0x22) {
                    /* WARNING: Could not recover jumptable at 0x005de41c. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)this + 0x348))();
      return;
    }
  }
  else {
    if ((*(uint *)(param_1 + 0x10) & 0x401) == 0x400) {
      return;
    }
    iVar1 = *(int *)param_1;
  }
  iVar1 = EventList_NameForIndex(iVar1);
  if (iVar1 == 0) {
    puVar2 = &DAT_00d539c2;
    if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
      puVar2 = *(undefined1 **)(this + 0x7c);
    }
    DevWarning(1,"Unhandled animation event %d for %s\n",*(undefined4 *)param_1,puVar2);
  }
  else {
    puVar2 = &DAT_00d539c2;
    if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
      puVar2 = *(undefined1 **)(this + 0x7c);
    }
    DevWarning(1,"Unhandled animation event %s for %s\n",iVar1,puVar2);
  }
  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)