L L4D2node

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 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)