L L4D2node

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 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)