CBaseAnimating::ScriptGetAttachmentOrigin
0x005e0b50 · 158 bytes · __cdecl
_ZN14CBaseAnimating25ScriptGetAttachmentOriginEi
Decompiled
undefined (1 param)
/* CBaseAnimating::ScriptGetAttachmentOrigin(int) */
int CBaseAnimating::ScriptGetAttachmentOrigin(int param_1)
{
int iVar1;
CBaseAnimating *in_stack_00000008;
int in_stack_0000000c;
if (ScriptGetAttachmentOrigin(int)::vOrigin == '\0') {
iVar1 = __cxa_guard_acquire(&ScriptGetAttachmentOrigin(int)::vOrigin);
if (iVar1 != 0) {
__cxa_guard_release(&ScriptGetAttachmentOrigin(int)::vOrigin);
}
}
if (ScriptGetAttachmentOrigin(int)::qAngles == '\0') {
iVar1 = __cxa_guard_acquire(&ScriptGetAttachmentOrigin(int)::qAngles);
if (iVar1 != 0) {
__cxa_guard_release(&ScriptGetAttachmentOrigin(int)::qAngles);
}
}
GetAttachment(in_stack_00000008,in_stack_0000000c,
(Vector *)&ScriptGetAttachmentOrigin(int)::vOrigin,
(QAngle *)ScriptGetAttachmentOrigin(int)::qAngles);
*(undefined4 *)param_1 = ScriptGetAttachmentOrigin(int)::vOrigin;
*(undefined4 *)(param_1 + 4) = DAT_00fbcc38;
*(undefined4 *)(param_1 + 8) = DAT_00fbcc3c;
return param_1;
}
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.