L L4D2node

CBaseAnimating::GetAttachmentLocal

0x005e1690 · 57 bytes · __thiscall

_ZN14CBaseAnimating18GetAttachmentLocalEPKcR6VectorR6QAngle

Decompiled

undefined (4 params)

/* CBaseAnimating::GetAttachmentLocal(char const*, Vector&, QAngle&) */

void __thiscall
CBaseAnimating::GetAttachmentLocal
          (CBaseAnimating *this,char *param_1,Vector *param_2,QAngle *param_3)

{
  int iVar1;
  
  iVar1 = LookupAttachment(this,param_1);
  GetAttachmentLocal(this,iVar1,param_2,param_3);
  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)