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 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.