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 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.