L L4D2node

CBaseAnimating::DrawRawSkeleton

0x005e5f30 · 354 bytes · __thiscall

_ZN14CBaseAnimating15DrawRawSkeletonEP11matrix3x4_tibfb

Decompiled

undefined (6 params)

/* CBaseAnimating::DrawRawSkeleton(matrix3x4_t*, int, bool, float, bool) */

void __thiscall
CBaseAnimating::DrawRawSkeleton
          (CBaseAnimating *this,matrix3x4_t *param_1,int param_2,bool param_3,float param_4,
          bool param_5)

{
  int iVar1;
  int iVar2;
  int iVar3;
  matrix3x4_t *pmVar4;
  int *piVar5;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  piVar5 = *(int **)(this + 0x13e0);
  if (piVar5 == (int *)0x0) {
    iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar2 == 0) {
      piVar5 = *(int **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      piVar5 = *(int **)(this + 0x13e0);
    }
    if (piVar5 == (int *)0x0) {
      return;
    }
  }
  iVar2 = *piVar5;
  if ((iVar2 != 0) && (0 < *(int *)(iVar2 + 0x9c))) {
    iVar3 = 0;
    pmVar4 = param_1 + 0xc;
    do {
      if ((param_2 & *(uint *)(iVar3 * 0xd8 + 0xa0 + iVar2 + *(int *)(iVar2 + 0xa0))) == 0) {
LAB_005e603e:
        iVar2 = *piVar5;
      }
      else {
        local_34 = *(undefined4 *)pmVar4;
        local_30 = *(undefined4 *)(pmVar4 + 0x10);
        local_2c = *(undefined4 *)(pmVar4 + 0x20);
        iVar2 = *piVar5;
        iVar1 = *(int *)(iVar3 * 0xd8 + 4 + *(int *)(iVar2 + 0xa0) + iVar2);
        if (iVar1 != -1) {
          local_28 = *(undefined4 *)(param_1 + iVar1 * 0x30 + 0xc);
          local_24 = *(undefined4 *)(param_1 + iVar1 * 0x30 + 0x1c);
          local_20 = *(undefined4 *)(param_1 + iVar1 * 0x30 + 0x2c);
          NDebugOverlay::Line((Vector *)&local_34,(Vector *)&local_28,0xff,0xff,
                              (uint)(byte)~-!param_5,param_3,param_4);
          goto LAB_005e603e;
        }
      }
      iVar3 = iVar3 + 1;
      pmVar4 = pmVar4 + 0x30;
    } while (iVar3 < *(int *)(iVar2 + 0x9c));
  }
  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)