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 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.