L L4D2node

CCSPlayer::DoAnimationEvent

0x00655840 · 147 bytes · __thiscall

_ZN9CCSPlayer16DoAnimationEventE17PlayerAnimEvent_ti

Decompiled

undefined (3 params)

/* CCSPlayer::DoAnimationEvent(PlayerAnimEvent_t, int) */

void __thiscall CCSPlayer::DoAnimationEvent(CCSPlayer *this,int param_2,undefined4 param_3)

{
  CBaseEdict *this_00;
  int iVar1;
  int iVar2;
  
  if (param_2 != 0x3e) {
    (**(code **)(**(int **)(this + 0x2910) + 4))(*(int **)(this + 0x2910),param_2,param_3);
    TE_PlayerAnimEvent();
    return;
  }
  iVar2 = (*(int *)(this + 0x2890) + 1) % 8;
  if (*(int *)(this + 0x2890) != iVar2) {
    if (this[0x6c] == (CCSPlayer)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CCSPlayer)((byte)this[0x70] | 1);
    }
    *(int *)(this + 0x2890) = iVar2;
  }
  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)