L L4D2node

CBasePlayer::HandleAnimEvent

0x007c06d0 · 173 bytes · __thiscall

_ZN11CBasePlayer15HandleAnimEventEP11animevent_t

Decompiled

undefined (2 params)

/* CBasePlayer::HandleAnimEvent(animevent_t*) */

void __thiscall CBasePlayer::HandleAnimEvent(CBasePlayer *this,animevent_t *param_1)

{
  undefined1 local_14 [12];
  
  if (((*(uint *)(param_1 + 0x10) & 0x401) == 0x401) && (*(int *)param_1 == 0x22)) {
    (**(code **)(*(int *)this + 0x734))(this);
    (**(code **)(*(int *)this + 0x348))(this,&vec3_origin);
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x585);
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
    return;
  }
  CBaseAnimating::HandleAnimEvent((CBaseAnimating *)this,param_1);
  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)