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 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.