L L4D2node

CBaseAnimating::GetAttachmentLocal

0x005e0d40 · 114 bytes · __thiscall

_ZN14CBaseAnimating18GetAttachmentLocalEiR11matrix3x4_t

Decompiled

undefined (3 params)

/* CBaseAnimating::GetAttachmentLocal(int, matrix3x4_t&) */

undefined4 __thiscall
CBaseAnimating::GetAttachmentLocal(CBaseAnimating *this,int param_1,matrix3x4_t *param_2)

{
  undefined4 uVar1;
  matrix3x4_t local_7c [48];
  matrix3x4_t local_4c [60];
  
  uVar1 = (**(code **)(*(int *)this + 0x370))(this,param_1,local_7c);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  MatrixInvert((matrix3x4_t *)(this + 0x28c),local_4c);
  ConcatTransforms(local_4c,local_7c,param_2);
  return uVar1;
}

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)