ZombieBotLocomotion::OnAnimationActivityComplete
0x00a51500 · 121 bytes · __thiscall
_ZN19ZombieBotLocomotion27OnAnimationActivityCompleteEi
Decompiled
undefined (2 params)
/* ZombieBotLocomotion::OnAnimationActivityComplete(int) */
void __thiscall
ZombieBotLocomotion::OnAnimationActivityComplete(ZombieBotLocomotion *this,int param_1)
{
CBaseEntity *this_00;
CBaseEntity *this_01;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
if ((*(int *)(this + 0xe8) != 0) && (param_1 == 0x2cd)) {
this_00 = *(CBaseEntity **)(this + 0x78);
this_01 = this_00;
if (((byte)this_00[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_00);
this_01 = *(CBaseEntity **)(this + 0x78);
}
local_14 = *(undefined4 *)(this_00 + 0x380);
local_18 = 0;
local_10 = *(undefined4 *)(this_00 + 900);
CBaseEntity::SetAbsAngles(this_01,(QAngle *)&local_18);
*(undefined4 *)(this + 0xe8) = 0;
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.