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 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.