L L4D2node

CBaseAnimating::GetBonePosition

0x005e1ba0 · 175 bytes · __thiscall

_ZN14CBaseAnimating15GetBonePositionEiR6VectorR6QAngle

Decompiled

undefined (4 params)

/* CBaseAnimating::GetBonePosition(int, Vector&, QAngle&) */

void __thiscall
CBaseAnimating::GetBonePosition(CBaseAnimating *this,int param_1,Vector *param_2,QAngle *param_3)

{
  int iVar1;
  int *piVar2;
  matrix3x4_t local_4c [12];
  undefined4 local_40;
  undefined4 local_30;
  undefined4 local_20;
  
  piVar2 = *(int **)(this + 0x13e0);
  if (piVar2 == (int *)0x0) {
    iVar1 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar1 == 0) {
      piVar2 = *(int **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      piVar2 = *(int **)(this + 0x13e0);
    }
    if (piVar2 == (int *)0x0) {
      return;
    }
  }
  if (((*piVar2 != 0) && (-1 < param_1)) && (param_1 < *(int *)(*piVar2 + 0x9c))) {
    (**(code **)(*(int *)this + 0x358))(this,param_1,local_4c);
    MatrixAngles(local_4c,(float *)param_3);
    *(undefined4 *)param_2 = local_40;
    *(undefined4 *)(param_2 + 4) = local_30;
    *(undefined4 *)(param_2 + 8) = local_20;
    return;
  }
  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)