L L4D2node

CBoneCache::ReadCachedBonePointers

0x00b90160 · 101 bytes · __thiscall

_ZN10CBoneCache22ReadCachedBonePointersEPP11matrix3x4_ti

Decompiled

undefined (3 params)

/* CBoneCache::ReadCachedBonePointers(matrix3x4_t**, int) */

void __thiscall
CBoneCache::ReadCachedBonePointers(CBoneCache *this,matrix3x4_t **param_1,int param_2)

{
  int iVar1;
  ushort uVar2;
  int iVar3;
  CBoneCache *pCVar4;
  
  memset(param_1,0,param_2 << 2);
  uVar2 = *(ushort *)(this + 0x10);
  pCVar4 = this + *(ushort *)(this + 0xe) + 0x14;
  iVar3 = 0;
  if (*(short *)(this + 0xc) != 0) {
    do {
      iVar1 = iVar3 * 2;
      iVar3 = iVar3 + 1;
      param_1[*(short *)(this + iVar1 + uVar2 + 0x14)] = (matrix3x4_t *)pCVar4;
      pCVar4 = pCVar4 + 0x30;
    } while (iVar3 < (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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)