L L4D2node

CTerrorPlayer::DoUseActionAnimationEvents

0x009a7e40 · 89 bytes · __cdecl

_ZN13CTerrorPlayer26DoUseActionAnimationEventsE21TerrorPlayerUseActionP11CBaseEntity

Decompiled

undefined (2 params)

/* CTerrorPlayer::DoUseActionAnimationEvents(TerrorPlayerUseAction, CBaseEntity*) */

void CTerrorPlayer::DoUseActionAnimationEvents(int *param_1)

{
                    /* WARNING: Could not recover jumptable at 0x009a7e71. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*param_1 + 0x7fc))();
  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)