L L4D2node

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 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)