CBoneCache::Init
0x00b8ff20 · 175 bytes · __thiscall
_ZN10CBoneCache4InitERK17bonecacheparams_tjPsS3_i
Decompiled
undefined (6 params)
/* CBoneCache::Init(bonecacheparams_t const&, unsigned int, short*, short*, int) */
void __thiscall
CBoneCache::Init(CBoneCache *this,bonecacheparams_t *param_1,uint param_2,short *param_3,
short *param_4,int param_5)
{
size_t __n;
*(short *)(this + 0xc) = (short)param_5;
*(uint *)(this + 8) = param_2;
*(undefined4 *)this = *(undefined4 *)(param_1 + 8);
*(undefined4 *)(this + 4) = *(undefined4 *)(param_1 + 0xc);
__n = *(int *)(**(int **)param_1 + 0x9c) * 2;
*(short *)(this + 0x10) = (short)__n;
memcpy(this + 0x14,param_3,__n);
memcpy(this + *(ushort *)(this + 0x10) + 0x14,param_4,param_5 * 2);
*(ushort *)(this + 0xe) = *(short *)(this + 0x10) + 3 + (short)(param_5 * 2) & 0xfffc;
UpdateBones(this,*(matrix3x4_t **)(param_1 + 4),*(int *)(**(int **)param_1 + 0x9c),
*(float *)(param_1 + 8));
return;
}
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.