L L4D2node

ZombieBotBody::OnAnimationEvent

0x00a4bac0 · 236 bytes · __thiscall

_ZN13ZombieBotBody16OnAnimationEventEP11animevent_t

Decompiled

undefined (2 params)

/* ZombieBotBody::OnAnimationEvent(animevent_t*) */

void __thiscall ZombieBotBody::OnAnimationEvent(ZombieBotBody *this,animevent_t *param_1)

{
  CBaseEntity CVar1;
  int *piVar2;
  CBaseEntity *pCVar3;
  int iVar4;
  bool bVar5;
  bool bVar6;
  
  piVar2 = *(int **)(this + 0x14);
  if ((piVar2 != (int *)0x0) &&
     (pCVar3 = (CBaseEntity *)(**(code **)(*piVar2 + 0x570))(piVar2), pCVar3 != (CBaseEntity *)0x0))
  {
    iVar4 = CBaseEntity::GetTeamNumber(pCVar3);
    if (iVar4 != 3) {
      return;
    }
    iVar4 = (**(code **)(*(int *)pCVar3 + 0x544))(pCVar3);
    if (iVar4 != 7) {
      return;
    }
  }
  iVar4 = *(int *)param_1;
  if (iVar4 - 0x32U < 2) {
    piVar2 = *(int **)(this + 0x14);
    if ((piVar2 != (int *)0x0) &&
       (pCVar3 = (CBaseEntity *)(**(code **)(*piVar2 + 0x570))(piVar2), pCVar3 != (CBaseEntity *)0x0
       )) {
      CVar1 = pCVar3[0x253];
      if (CVar1 == (CBaseEntity)0x1) {
        bVar5 = true;
        bVar6 = false;
      }
      else {
        if (CVar1 != (CBaseEntity)0x0) {
          bVar5 = true;
          bVar6 = true;
          if ((byte)CVar1 < 4) goto LAB_00a4bb58;
        }
        bVar5 = false;
        bVar6 = false;
      }
LAB_00a4bb58:
      if (((byte)pCVar3[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition(pCVar3);
      }
      CBaseCombatCharacter::PlayFootstepSound
                ((CBaseCombatCharacter *)pCVar3,(Vector *)(pCVar3 + 0x2e0),iVar4 == 0x32,bVar5,bVar6
                 ,false);
      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)