L L4D2node

CBaseAnimating::GetNumBones

0x005e1020 · 80 bytes · __thiscall

_ZN14CBaseAnimating11GetNumBonesEv

Decompiled

undefined (1 param)

/* CBaseAnimating::GetNumBones() */

undefined4 __thiscall CBaseAnimating::GetNumBones(CBaseAnimating *this)

{
  undefined4 uVar1;
  int iVar2;
  int *piVar3;
  
  piVar3 = *(int **)(this + 0x13e0);
  if (piVar3 == (int *)0x0) {
    iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar2 == 0) {
      piVar3 = *(int **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      piVar3 = *(int **)(this + 0x13e0);
    }
    if (piVar3 == (int *)0x0) {
      return 0;
    }
  }
  uVar1 = 0;
  if (*piVar3 != 0) {
    uVar1 = *(undefined4 *)(*piVar3 + 0x9c);
  }
  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)