CBaseAnimating::GetAttachment
0x005e0c40 · 254 bytes · __thiscall
_ZN14CBaseAnimating13GetAttachmentEiR6VectorPS0_S2_S2_
Decompiled
undefined (6 params)
/* CBaseAnimating::GetAttachment(int, Vector&, Vector*, Vector*, Vector*) */
void __thiscall
CBaseAnimating::GetAttachment
(CBaseAnimating *this,int param_1,Vector *param_2,Vector *param_3,Vector *param_4,
Vector *param_5)
{
undefined4 local_8c;
undefined4 local_88;
undefined4 local_84;
undefined4 local_80;
undefined4 local_7c;
undefined4 local_78;
undefined4 local_74;
undefined4 local_70;
undefined4 local_6c;
undefined4 local_68;
undefined4 local_64;
undefined4 local_60;
(**(code **)(*(int *)this + 0x370))(this,param_1,&local_8c);
*(undefined4 *)param_2 = local_80;
*(undefined4 *)(param_2 + 4) = local_70;
*(undefined4 *)(param_2 + 8) = local_60;
if (param_3 != (Vector *)0x0) {
*(undefined4 *)param_3 = local_8c;
*(undefined4 *)(param_3 + 4) = local_7c;
*(undefined4 *)(param_3 + 8) = local_6c;
}
if (param_4 != (Vector *)0x0) {
*(undefined4 *)param_4 = local_88;
*(undefined4 *)(param_4 + 4) = local_78;
*(undefined4 *)(param_4 + 8) = local_68;
}
if (param_5 != (Vector *)0x0) {
*(undefined4 *)param_5 = local_84;
*(undefined4 *)(param_5 + 4) = local_74;
*(undefined4 *)(param_5 + 8) = local_64;
}
return;
}
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.