L L4D2node

CBaseServerVehicle::GetLocalAttachmentAtTime

0x00b3a0c0 · 127 bytes · __thiscall

_ZN18CBaseServerVehicle24GetLocalAttachmentAtTimeEPKcifP6VectorP6QAngle

Decompiled

undefined (6 params)

/* CBaseServerVehicle::GetLocalAttachmentAtTime(char const*, int, float, Vector*, QAngle*) */

undefined4 __thiscall
CBaseServerVehicle::GetLocalAttachmentAtTime
          (CBaseServerVehicle *this,char *param_1,int param_2,float param_3,Vector *param_4,
          QAngle *param_5)

{
  CBaseAnimating *this_00;
  int iVar1;
  undefined4 uVar2;
  
  this_00 = (CBaseAnimating *)(**(code **)(**(int **)(this + 0x2c) + 0xf0))(*(int **)(this + 0x2c));
  if (this_00 != (CBaseAnimating *)0x0) {
    iVar1 = CBaseAnimating::LookupSequence(this_00,param_1);
    if (-1 < iVar1) {
      uVar2 = GetLocalAttachmentAtTime(this,iVar1,param_2,param_3,param_4,param_5);
      return uVar2;
    }
  }
  return 0;
}

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)