CBaseAnimating::GetBoneTransform
0x005e5550 · 177 bytes · __thiscall
_ZN14CBaseAnimating16GetBoneTransformEiR11matrix3x4_t
Decompiled
undefined (3 params)
/* CBaseAnimating::GetBoneTransform(int, matrix3x4_t&) */
void __thiscall
CBaseAnimating::GetBoneTransform(CBaseAnimating *this,int param_1,matrix3x4_t *param_2)
{
CBoneCache *this_00;
matrix3x4_t *pmVar1;
int iVar2;
int *piVar3;
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;
}
}
if (((*piVar3 != 0) && (-1 < param_1)) && (param_1 < *(int *)(*piVar3 + 0x9c))) {
this_00 = (CBoneCache *)GetBoneCache(this);
pmVar1 = (matrix3x4_t *)CBoneCache::GetCachedBone(this_00,param_1);
if (pmVar1 == (matrix3x4_t *)0x0) {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
MatrixCopy((matrix3x4_t *)(this + 0x28c),param_2);
return;
}
MatrixCopy(pmVar1,param_2);
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.