L L4D2node

CBoneCache::ReadCachedBones

0x00b900f0 · 98 bytes · __thiscall

_ZN10CBoneCache15ReadCachedBonesEP11matrix3x4_t

Decompiled

undefined (2 params)

/* CBoneCache::ReadCachedBones(matrix3x4_t*) */

void __thiscall CBoneCache::ReadCachedBones(CBoneCache *this,matrix3x4_t *param_1)

{
  int iVar1;
  ushort uVar2;
  matrix3x4_t *pmVar3;
  int iVar4;
  
  iVar4 = 0;
  uVar2 = *(ushort *)(this + 0x10);
  pmVar3 = (matrix3x4_t *)(this + *(ushort *)(this + 0xe) + 0x14);
  if (*(short *)(this + 0xc) != 0) {
    do {
      iVar1 = iVar4 * 2;
      iVar4 = iVar4 + 1;
      MatrixCopy(pmVar3,param_1 + *(short *)(this + iVar1 + uVar2 + 0x14) * 0x30);
      pmVar3 = pmVar3 + 0x30;
    } while (iVar4 < (int)(uint)*(ushort *)(this + 0xc));
  }
  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.



        

        

          

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