L L4D2node

CBaseAnimating::ScriptGetAttachmentAngles

0x005e0c00 · 49 bytes · __cdecl

_ZN14CBaseAnimating25ScriptGetAttachmentAnglesEi

Decompiled

undefined (1 param)

/* CBaseAnimating::ScriptGetAttachmentAngles(int) */

int CBaseAnimating::ScriptGetAttachmentAngles(int param_1)

{
  CBaseAnimating *in_stack_00000008;
  int in_stack_0000000c;
  Vector local_18 [16];
  
  GetAttachment(in_stack_00000008,in_stack_0000000c,local_18,(QAngle *)param_1);
  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)