L L4D2node

CBoneFollowerManager::AddBoneFollower

0x00786c10 · 126 bytes · __thiscall

_ZN20CBoneFollowerManager15AddBoneFollowerEP14CBaseAnimatingPKcP7solid_t

Decompiled

undefined (4 params)

/* CBoneFollowerManager::AddBoneFollower(CBaseAnimating*, char const*, solid_t*) */

void __thiscall
CBoneFollowerManager::AddBoneFollower
          (CBoneFollowerManager *this,CBaseAnimating *param_1,char *param_2,solid_t *param_3)

{
  int iVar1;
  physfollower_t *ppVar2;
  int iVar3;
  
  iVar1 = *(int *)(this + 0x10);
  *(int *)this = *(int *)this + 1;
  CUtlVector<physfollower_t,CUtlMemory<physfollower_t,int>>::GrowVector
            ((CUtlVector<physfollower_t,CUtlMemory<physfollower_t,int>> *)(this + 4),1);
  CUtlVector<physfollower_t,CUtlMemory<physfollower_t,int>>::ShiftElementsRight
            ((CUtlVector<physfollower_t,CUtlMemory<physfollower_t,int>> *)(this + 4),iVar1,1);
  iVar1 = iVar1 * 8;
  iVar3 = iVar1 + *(int *)(this + 4);
  if (iVar3 == 0) {
    ppVar2 = (physfollower_t *)0x0;
  }
  else {
    *(undefined4 *)(iVar3 + 4) = 0xffffffff;
    ppVar2 = (physfollower_t *)(iVar1 + *(int *)(this + 4));
  }
  CreatePhysicsFollower(this,param_1,ppVar2,param_2,param_3);
  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)