L L4D2node

CBaseAnimating::InvalidateBoneCacheIfOlderThan

0x005dfbc0 · 111 bytes · __thiscall

_ZN14CBaseAnimating30InvalidateBoneCacheIfOlderThanEf

Decompiled

undefined (2 params)

/* CBaseAnimating::InvalidateBoneCacheIfOlderThan(float) */

void __thiscall CBaseAnimating::InvalidateBoneCacheIfOlderThan(CBaseAnimating *this,float param_1)

{
  char cVar1;
  CBoneCache *this_00;
  
  this_00 = (CBoneCache *)Studio_GetBoneCache(*(memhandle_t__ **)(this + 0x520),false);
  if (this_00 != (CBoneCache *)0x0) {
    cVar1 = CBoneCache::IsValid(this_00,*(float *)(gpGlobals + 0xc),param_1);
    if (cVar1 != '\0') {
      return;
    }
  }
  Studio_InvalidateBoneCache(*(memhandle_t__ **)(this + 0x520));
  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)