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 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.