L L4D2node

CIKContext::BuildBoneChain

0x00b873d0 · 70 bytes · __thiscall

_ZN10CIKContext14BuildBoneChainEPK6VectorPK10QuaternioniP11matrix3x4_tR12CBoneBitList

Decompiled

undefined (6 params)

/* CIKContext::BuildBoneChain(Vector const*, Quaternion const*, int, matrix3x4_t*, CBoneBitList&) */

void __thiscall
CIKContext::BuildBoneChain
          (CIKContext *this,Vector *param_1,Quaternion *param_2,int param_3,matrix3x4_t *param_4,
          CBoneBitList *param_5)

{
  ::BuildBoneChain(*(CStudioHdr **)(this + 0xff8),(matrix3x4_t *)(this + 0x1024),param_1,param_2,
                   param_3,param_4,param_5);
  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)