L L4D2node

CStaticProp::GetAttachment

0x001e4060 · 77 bytes · __thiscall

_ZN11CStaticProp13GetAttachmentEiR6VectorR6QAngle

Decompiled

undefined (4 params)

/* CStaticProp::GetAttachment(int, Vector&, QAngle&) */

undefined4 __thiscall
CStaticProp::GetAttachment(CStaticProp *this,int param_1,Vector *param_2,QAngle *param_3)

{
  *(undefined4 *)param_2 = *(undefined4 *)(this + 0x10);
  *(undefined4 *)(param_2 + 4) = *(undefined4 *)(this + 0x14);
  *(undefined4 *)(param_2 + 8) = *(undefined4 *)(this + 0x18);
  *(undefined4 *)param_3 = *(undefined4 *)(this + 0x1c);
  *(undefined4 *)(param_3 + 4) = *(undefined4 *)(this + 0x20);
  *(undefined4 *)(param_3 + 8) = *(undefined4 *)(this + 0x24);
  return 1;
}

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)