CBaseCombatWeapon::Operator_HandleAnimEvent
0x005fe150 · 219 bytes · __thiscall
_ZN17CBaseCombatWeapon24Operator_HandleAnimEventEP11animevent_tP20CBaseCombatCharacter
Decompiled
undefined (3 params)
/* CBaseCombatWeapon::Operator_HandleAnimEvent(animevent_t*, CBaseCombatCharacter*) */
void __thiscall
CBaseCombatWeapon::Operator_HandleAnimEvent
(CBaseCombatWeapon *this,animevent_t *param_1,CBaseCombatCharacter *param_2)
{
undefined1 *puVar1;
int iVar2;
long lVar3;
undefined1 *puVar4;
iVar2 = *(int *)param_1;
if ((*(uint *)(param_1 + 0x10) & 0x401) == 0x401) {
if (iVar2 == 0xe) {
lVar3 = strtol(*(char **)(param_1 + 4),(char **)0x0,10);
(**(code **)(*(int *)this + 0x5dc))(this,param_2,lVar3 != 0,0);
return;
}
if (iVar2 == 0x2b) {
iVar2 = GetWeaponSoundFromString(*(char **)(param_1 + 4));
if (iVar2 != -1) {
(**(code **)(*(int *)this + 0x4b8))(this,iVar2,0);
}
iVar2 = *(int *)param_1;
}
}
puVar4 = *(undefined1 **)(this + 0x7c);
if (puVar4 == (undefined1 *)0x0) {
puVar4 = &DAT_00d539c2;
}
puVar1 = &DAT_00d539c2;
if (*(undefined1 **)(param_2 + 0x7c) != (undefined1 *)0x0) {
puVar1 = *(undefined1 **)(param_2 + 0x7c);
}
DevWarning(2,"Unhandled animation event %d from %s --> %s\n",iVar2,puVar1,puVar4);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.