L L4D2node

CDynamicProp::HandleAnimEvent

0x007e5de0 · 156 bytes · __thiscall

_ZN12CDynamicProp15HandleAnimEventEP11animevent_t

Decompiled

undefined (2 params)

/* CDynamicProp::HandleAnimEvent(animevent_t*) */

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

{
  undefined4 local_20 [3];
  undefined4 local_14;
  undefined4 local_10;
  
  if (*(int *)param_1 == 0x3ec) {
    CBaseEntity::EmitSound((CBaseEntity *)this,*(char **)(param_1 + 4),0.0,(float *)0x0);
  }
  else if (*(int *)param_1 == 0x44c) {
    local_20[0] = 0;
    local_14 = 0xffffffff;
    local_10 = 0;
    (**(code **)(*(int *)this + 0xb4))(this,*(undefined4 *)(param_1 + 4),this,this,local_20,0);
    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)