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 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.