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 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.