L L4D2node

CBaseAnimating::GetStepOrigin

0x005de090 · 57 bytes · __cdecl

_ZNK14CBaseAnimating13GetStepOriginEv

Decompiled

undefined (0 params)

/* CBaseAnimating::GetStepOrigin() const */

void CBaseAnimating::GetStepOrigin(void)

{
  undefined4 *in_stack_00000004;
  int in_stack_00000008;
  
  *in_stack_00000004 = *(undefined4 *)(in_stack_00000008 + 0x39c);
  in_stack_00000004[1] = *(undefined4 *)(in_stack_00000008 + 0x3a0);
  in_stack_00000004[2] = *(undefined4 *)(in_stack_00000008 + 0x3a4);
  in_stack_00000004[2] = (float)in_stack_00000004[2] + *(float *)(in_stack_00000008 + 0x47c);
  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)