CBaseAnimating::GetAttachment
0x005e0af0 · 96 bytes · __thiscall
_ZN14CBaseAnimating13GetAttachmentEiR6VectorR6QAngle
Decompiled
undefined (4 params)
/* CBaseAnimating::GetAttachment(int, Vector&, QAngle&) */
undefined4 __thiscall
CBaseAnimating::GetAttachment(CBaseAnimating *this,int param_1,Vector *param_2,QAngle *param_3)
{
undefined4 uVar1;
matrix3x4_t local_4c [12];
undefined4 local_40;
undefined4 local_30;
undefined4 local_20;
uVar1 = (**(code **)(*(int *)this + 0x370))(this,param_1,local_4c);
MatrixAngles(local_4c,(float *)param_3);
*(undefined4 *)param_2 = local_40;
*(undefined4 *)(param_2 + 4) = local_30;
*(undefined4 *)(param_2 + 8) = local_20;
return uVar1;
}
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.