L L4D2node

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 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)