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 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.