L L4D2node

CBaseAnimating::GetHitboxSetName

0x005e5c20 · 97 bytes · __thiscall

_ZN14CBaseAnimating16GetHitboxSetNameEv

Decompiled

undefined (1 param)

/* CBaseAnimating::GetHitboxSetName() */

void __thiscall CBaseAnimating::GetHitboxSetName(CBaseAnimating *this)

{
  int iVar1;
  int iVar2;
  CStudioHdr *pCVar3;
  CStudioHdr *pCVar4;
  
  pCVar3 = *(CStudioHdr **)(this + 0x13e0);
  iVar1 = *(int *)(this + 0x460);
  if (pCVar3 == (CStudioHdr *)0x0) {
    iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar2 == 0) {
      pCVar3 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      pCVar3 = *(CStudioHdr **)(this + 0x13e0);
    }
    pCVar4 = (CStudioHdr *)0x0;
    if (pCVar3 == (CStudioHdr *)0x0) goto LAB_005e5c44;
  }
  pCVar4 = (CStudioHdr *)0x0;
  if (*(int *)pCVar3 != 0) {
    pCVar4 = pCVar3;
  }
LAB_005e5c44:
  ::GetHitboxSetName(pCVar4,iVar1);
  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)