L L4D2node

CBoneFollowerManager::UpdateBoneFollowers

0x00785e70 · 318 bytes · __thiscall

_ZN20CBoneFollowerManager19UpdateBoneFollowersEP14CBaseAnimating

Decompiled

undefined (2 params)

/* CBoneFollowerManager::UpdateBoneFollowers(CBaseAnimating*) */

void __thiscall
CBoneFollowerManager::UpdateBoneFollowers(CBoneFollowerManager *this,CBaseAnimating *param_1)

{
  uint uVar1;
  undefined4 *puVar2;
  undefined *puVar3;
  int iVar4;
  int iVar5;
  undefined4 local_64;
  undefined4 local_60;
  undefined4 local_5c;
  float local_58 [3];
  matrix3x4_t local_4c [12];
  undefined4 local_40;
  undefined4 local_30;
  undefined4 local_20;
  
  if ((*(int *)this != 0) && (iVar4 = 0, 0 < *(int *)this)) {
    do {
      while( true ) {
        puVar2 = (undefined4 *)(*(int *)(this + 4) + iVar4 * 8);
        uVar1 = puVar2[1];
        if ((uVar1 == 0xffffffff) ||
           (((puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc ||
             (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar3 + 4) == 0)))) break;
        (**(code **)(*(int *)param_1 + 0x358))(param_1,*puVar2,local_4c);
        MatrixAngles(local_4c,local_58);
        local_64 = local_40;
        local_60 = local_30;
        local_5c = local_20;
        uVar1 = *(uint *)(*(int *)(this + 4) + 4 + iVar4 * 8);
        iVar5 = 0;
        if (((uVar1 != 0xffffffff) &&
            (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
           (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
          iVar5 = *(int *)(puVar3 + 4);
        }
        iVar4 = iVar4 + 1;
        (**(code **)(**(int **)(iVar5 + 0x238) + 0x118))
                  (*(int **)(iVar5 + 0x238),&local_64,local_58,0,0x3dcccccd);
        if (*(int *)this <= iVar4) {
          return;
        }
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 < *(int *)this);
  }
  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)