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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.