L L4D2node

CBaseAnimating::HasAnimEvent

0x005e3f30 · 153 bytes · __thiscall

_ZN14CBaseAnimating12HasAnimEventEii

Decompiled

undefined (3 params)

/* CBaseAnimating::HasAnimEvent(int, int) */

undefined4 __thiscall CBaseAnimating::HasAnimEvent(CBaseAnimating *this,int param_1,int param_2)

{
  int iVar1;
  CStudioHdr *pCVar2;
  int local_34 [9];
  
  pCVar2 = *(CStudioHdr **)(this + 0x13e0);
  if (pCVar2 == (CStudioHdr *)0x0) {
    iVar1 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar1 == 0) {
      pCVar2 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      pCVar2 = *(CStudioHdr **)(this + 0x13e0);
    }
    if (pCVar2 == (CStudioHdr *)0x0) {
      return 0;
    }
  }
  if (*(int *)pCVar2 != 0) {
    iVar1 = 0;
    while (iVar1 = GetAnimationEvent(pCVar2,param_1,(animevent_t *)local_34,0.0,1.0,iVar1),
          iVar1 != 0) {
      if (local_34[0] == param_2) {
        return 1;
      }
    }
  }
  return 0;
}

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)