L L4D2node

CBoneFollowerManager::InitBoneFollowers

0x00786dc0 · 205 bytes · __thiscall

_ZN20CBoneFollowerManager17InitBoneFollowersEP14CBaseAnimatingiPPKc

Decompiled

undefined (4 params)

/* CBoneFollowerManager::InitBoneFollowers(CBaseAnimating*, int, char const**) */

void __thiscall
CBoneFollowerManager::InitBoneFollowers
          (CBoneFollowerManager *this,CBaseAnimating *param_1,int param_2,char **param_3)

{
  char **ppcVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  *(int *)this = param_2;
  iVar4 = *(int *)(this + 0x10);
  if ((iVar4 < param_2) && (iVar2 = param_2 - iVar4, iVar2 != 0)) {
    CUtlVector<physfollower_t,CUtlMemory<physfollower_t,int>>::GrowVector
              ((CUtlVector<physfollower_t,CUtlMemory<physfollower_t,int>> *)(this + 4),iVar2);
    CUtlVector<physfollower_t,CUtlMemory<physfollower_t,int>>::ShiftElementsRight
              ((CUtlVector<physfollower_t,CUtlMemory<physfollower_t,int>> *)(this + 4),iVar4,iVar2);
    if (0 < iVar2) {
      iVar3 = 0;
      iVar4 = iVar4 << 3;
      do {
        if (iVar4 + *(int *)(this + 4) != 0) {
          *(undefined4 *)(iVar4 + *(int *)(this + 4) + 4) = 0xffffffff;
        }
        iVar3 = iVar3 + 1;
        iVar4 = iVar4 + 8;
      } while (iVar3 != iVar2);
    }
  }
  iVar4 = 0;
  if (0 < param_2) {
    do {
      ppcVar1 = param_3 + iVar4;
      iVar2 = iVar4 * 8;
      iVar4 = iVar4 + 1;
      CreatePhysicsFollower
                (this,param_1,(physfollower_t *)(*(int *)(this + 4) + iVar2),*ppcVar1,(solid_t *)0x0
                );
    } while (iVar4 != param_2);
  }
  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)