CBaseAnimating::LookupHitbox
0x005e6fa0 · 315 bytes · __thiscall
_ZN14CBaseAnimating12LookupHitboxEPKcRiS2_
Decompiled
undefined (4 params)
/* CBaseAnimating::LookupHitbox(char const*, int&, int&) */
undefined4 __thiscall
CBaseAnimating::LookupHitbox(CBaseAnimating *this,char *param_1,int *param_2,int *param_3)
{
char *pcVar1;
int iVar2;
int iVar3;
int iVar4;
int iVar5;
int iVar6;
int local_28;
int *local_20;
local_20 = *(int **)(this + 0x13e0);
if (local_20 == (int *)0x0) {
iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar2 == 0) {
local_20 = *(int **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
local_20 = *(int **)(this + 0x13e0);
}
if (local_20 == (int *)0x0) goto LAB_005e70c2;
}
if (*local_20 != 0) {
*param_2 = -1;
*param_3 = -1;
iVar2 = *local_20;
if (*(int *)(iVar2 + 0xac) < 1) {
return 0;
}
iVar5 = *(int *)(iVar2 + 0xb0);
local_28 = 0;
do {
iVar6 = local_28 * 0xc + iVar5;
for (iVar4 = 0; (iVar3 = iVar2 + iVar6, iVar3 != 0 && (iVar4 < *(int *)(iVar3 + 4)));
iVar4 = iVar4 + 1) {
iVar3 = iVar3 + iVar4 * 0x44 + *(int *)(iVar3 + 8);
if (iVar3 != 0) {
pcVar1 = (char *)(iVar3 + *(int *)(iVar3 + 0x20));
if (*(int *)(iVar3 + 0x20) == 0) {
pcVar1 = "";
}
iVar2 = _V_stricmp(pcVar1,param_1);
if (iVar2 == 0) {
*param_2 = local_28;
*param_3 = iVar4;
return 1;
}
iVar2 = *local_20;
iVar5 = *(int *)(iVar2 + 0xb0);
iVar6 = local_28 * 0xc + iVar5;
}
}
local_28 = local_28 + 1;
if (*(int *)(iVar2 + 0xac) <= local_28) {
return 0;
}
} while( true );
}
LAB_005e70c2:
*param_2 = -1;
*param_3 = -1;
return 0;
}
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.