L L4D2node

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 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)