z_debug_infected_anim_report
0x00a123a0 · 166 bytes · __cdecl
_ZL28z_debug_infected_anim_reportRK8CCommand
Decompiled
undefined (1 param)
/* z_debug_infected_anim_report(CCommand const&) */
void z_debug_infected_anim_report(CCommand *param_1)
{
int *piVar1;
CBasePlayer *pCVar2;
uint uVar3;
int iVar4;
Infected *this;
byte *pbVar5;
pCVar2 = (CBasePlayer *)UTIL_GetCommandClient();
if (*(int *)param_1 < 2) {
uVar3 = 0;
}
else {
uVar3 = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
if (0x7ff < uVar3) {
return;
}
}
if ((((*(int *)(gpGlobals + 0x58) != 0) &&
(pbVar5 = (byte *)(*(int *)(gpGlobals + 0x58) + uVar3 * 0x10), (*pbVar5 & 2) == 0)) &&
(piVar1 = *(int **)(pbVar5 + 0xc), piVar1 != (int *)0x0)) &&
((iVar4 = (**(code **)(*piVar1 + 0x18))(piVar1), iVar4 != 0 &&
(this = (Infected *)__dynamic_cast(iVar4,&CBaseEntity::typeinfo,&Infected::typeinfo,0),
this != (Infected *)0x0)))) {
Infected::ReportAnimationState(this,pCVar2);
return;
}
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.