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 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.