L L4D2node

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 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)