CBaseAnimating::GetAttachment
0x005e2bf0 · 333 bytes · __thiscall
_ZN14CBaseAnimating13GetAttachmentEiR11matrix3x4_t
Decompiled
undefined (3 params)
/* CBaseAnimating::GetAttachment(int, matrix3x4_t&) */
undefined4 __thiscall
CBaseAnimating::GetAttachment(CBaseAnimating *this,int param_1,matrix3x4_t *param_2)
{
int iVar1;
undefined4 uVar2;
CStudioHdr *this_00;
Vector local_64 [12];
Vector local_58 [12];
matrix3x4_t local_4c [60];
this_00 = *(CStudioHdr **)(this + 0x13e0);
if (this_00 == (CStudioHdr *)0x0) {
iVar1 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar1 == 0) {
this_00 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
this_00 = *(CStudioHdr **)(this + 0x13e0);
}
if (this_00 == (CStudioHdr *)0x0) goto LAB_005e2c23;
}
if (((*(int *)this_00 != 0) && (0 < param_1)) &&
(iVar1 = CStudioHdr::GetNumAttachments(this_00), param_1 <= iVar1)) {
iVar1 = CStudioHdr::pAttachment(this_00,param_1 + -1);
uVar2 = CStudioHdr::GetAttachmentBone(this_00,param_1 + -1);
(**(code **)(*(int *)this + 0x358))(this,uVar2,local_4c);
if ((*(byte *)(iVar1 + 6) & 1) == 0) {
ConcatTransforms(local_4c,(matrix3x4_t *)(iVar1 + 0xc),param_2);
return 1;
}
MatrixGetColumn((matrix3x4_t *)(iVar1 + 0xc),3,local_64);
VectorTransform((float *)local_64,local_4c,(float *)local_58);
SetIdentityMatrix(param_2);
MatrixSetColumn(local_58,3,param_2);
return 1;
}
LAB_005e2c23:
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
MatrixCopy((matrix3x4_t *)(this + 0x28c),param_2);
return 0;
}
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.