L L4D2node

BuildBoneChain

0x00b90660 · 89 bytes · __cdecl

_Z14BuildBoneChainPK10CStudioHdrRK11matrix3x4_tPK6VectorPK10QuaternioniPS2_

Decompiled

undefined (6 params)

/* BuildBoneChain(CStudioHdr const*, matrix3x4_t const&, Vector const*, Quaternion const*, int,
   matrix3x4_t*) */

void BuildBoneChain(CStudioHdr *param_1,matrix3x4_t *param_2,Vector *param_3,Quaternion *param_4,
                   int param_5,matrix3x4_t *param_6)

{
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  local_1c = 0;
  local_18 = 0;
  local_14 = 0;
  local_10 = 0;
  BuildBoneChain(param_1,param_2,param_3,param_4,param_5,param_6,(CBoneBitList *)&local_1c);
  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)