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 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.