L L4D2node

TE_PlayerAnimEvent

0x00655710 · 243 bytes · __cdecl

_Z18TE_PlayerAnimEventP11CBasePlayer17PlayerAnimEvent_ti

Decompiled

undefined (3 params)

/* TE_PlayerAnimEvent(CBasePlayer*, PlayerAnimEvent_t, int) */

void TE_PlayerAnimEvent(int *param_1,int param_2,int param_3)

{
  undefined4 *puVar1;
  undefined *puVar2;
  Vector local_48 [12];
  undefined **local_3c [11];
  
  (**(code **)(*param_1 + 0x234))(local_48,param_1);
  CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
  local_3c[0] = &PTR__CPVSFilter_00c09bc8;
                    /* try { // try from 0065574a to 0065574e has its CatchHandler @ 00655820 */
  CRecipientFilter::AddRecipientsByPVS((CRecipientFilter *)local_3c,local_48);
  if ((param_2 == 0x2e) || (param_2 == 0x30)) {
    CRecipientFilter::MakeReliable((CRecipientFilter *)local_3c);
  }
  if ((((g_TEPlayerAnimEvent._12_4_ == -1) ||
       (puVar2 = g_pEntityList + (g_TEPlayerAnimEvent._12_4_ & 0xfff) * 0x10,
       puVar2 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar2 + 8) != (uint)g_TEPlayerAnimEvent._12_4_ >> 0xc)) ||
     (param_1 != *(int **)(puVar2 + 4))) {
                    /* try { // try from 00655794 to 006557f7 has its CatchHandler @ 00655807 */
    puVar1 = (undefined4 *)(**(code **)(*param_1 + 0xc))(param_1);
    g_TEPlayerAnimEvent._12_4_ = *puVar1;
  }
  if (param_2 != g_TEPlayerAnimEvent._16_4_) {
    g_TEPlayerAnimEvent._16_4_ = param_2;
  }
  if (g_TEPlayerAnimEvent._20_4_ != param_3) {
    g_TEPlayerAnimEvent._20_4_ = param_3;
  }
  CBaseTempEntity::Create((CBaseTempEntity *)g_TEPlayerAnimEvent,(IRecipientFilter *)local_3c,0.0);
  local_3c[0] = &PTR__CPVSFilter_00c09bc8;
  CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
  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)