CBaseAnimating::GetBoneTransformUncached
0x005e2900 · 210 bytes · __thiscall
_ZN14CBaseAnimating24GetBoneTransformUncachedEiR11matrix3x4_t
Decompiled
undefined (3 params)
/* CBaseAnimating::GetBoneTransformUncached(int, matrix3x4_t&) */
void __thiscall
CBaseAnimating::GetBoneTransformUncached(CBaseAnimating *this,int param_1,matrix3x4_t *param_2)
{
uint uVar1;
int iVar2;
int *piVar3;
matrix3x4_t local_181c [6156];
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;
}
}
iVar2 = *piVar3;
if (((iVar2 != 0) && (-1 < param_1)) && (param_1 < *(int *)(iVar2 + 0x9c))) {
uVar1 = *(uint *)(iVar2 + 0xa0 + param_1 * 0xd8 + *(int *)(iVar2 + 0xa0));
if ((uVar1 & 0x300) != 0) {
(**(code **)(*(int *)this + 0x358))(this,param_1,param_2);
return;
}
(**(code **)(*(int *)this + 0x35c))(this,local_181c,uVar1);
MatrixCopy(local_181c + param_1 * 0x30,param_2);
}
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
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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.