L L4D2node

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 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)