L L4D2node

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 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)