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Using the virtual `CBaseAnimating::GetAttachment(int, matrix3x4_t &)` was a deliberate choice because virtual offsets are generally easier to maintain than signatures. The `matrix3x4_t` is converted to world position and world angles internally. Some of the other overloads are also inlined on a few games, making this the best choice. Since this call can only be used on classes inheriting `CBaseAnimating`, we check if the `DT_BaseAnimating` SendTable exists on the entity, throwing a native error if it doesn't. This safeguard could be greatly improved with a call to `CBaseEntity::GetBaseAnimating`, but would require more gamedata (maybe something to consider for the future?) |
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