L L4D2node

CBaseAnimatingOverlay::DispatchAnimEvents

0x005ee950 · 108 bytes · __thiscall

_ZN21CBaseAnimatingOverlay18DispatchAnimEventsEP14CBaseAnimating

Decompiled

undefined (2 params)

/* CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating*) */

void __thiscall
CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimatingOverlay *this,CBaseAnimating *param_1)

{
  CAnimationLayer *this_00;
  int iVar1;
  
  iVar1 = 0;
  CBaseAnimating::DispatchAnimEvents((CBaseAnimating *)this,param_1);
  if (0 < *(int *)(this + 0x1400)) {
    do {
      while (this_00 = (CAnimationLayer *)(iVar1 * 0x4c + *(int *)(this + 0x13f4)),
            ((byte)*this_00 & 1) == 0) {
        iVar1 = iVar1 + 1;
        if (*(int *)(this + 0x1400) <= iVar1) {
          return;
        }
      }
      iVar1 = iVar1 + 1;
      CAnimationLayer::DispatchAnimEvents(this_00,param_1,(CBaseAnimating *)this);
    } while (iVar1 < *(int *)(this + 0x1400));
  }
  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)