L L4D2node

CTerrorPlayer::DoAnimationEvent

0x00996a40 · 84 bytes · __thiscall

_ZN13CTerrorPlayer16DoAnimationEventE17PlayerAnimEvent_ti

Decompiled

undefined (3 params)

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

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

{
  if (param_2 != 99) {
    (**(code **)(**(int **)(this + 0x2910) + 4))(*(int **)(this + 0x2910),param_2,param_3);
    if ((param_2 == 0x42) || (param_2 == 7)) {
      TE_PlayerAnimEvent();
      return;
    }
  }
  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)