L L4D2node

RagdollGetBoneMatrix

0x004a4a60 · 211 bytes · __cdecl

_Z20RagdollGetBoneMatrixRK9ragdoll_tR13CBoneAccessori

Decompiled

undefined (3 params)

/* RagdollGetBoneMatrix(ragdoll_t const&, CBoneAccessor&, int) */

ragdoll_t RagdollGetBoneMatrix(ragdoll_t *param_1,CBoneAccessor *param_2,int param_3)

{
  ragdoll_t rVar1;
  int iVar2;
  Vector local_28 [24];
  
  if (*(int *)(param_1 + param_3 * 4 + 0x7ec) < 0) {
    return (ragdoll_t)0x0;
  }
  rVar1 = (ragdoll_t)0x0;
  if (*(int *)(param_1 + param_3 * 0x54 + 0x18) != 0) {
    iVar2 = *(int *)(param_1 + param_3 * 4 + 0x7ec) * 0x30;
    MatrixCopy((matrix3x4_t *)(param_1 + param_3 * 0x54 + 0x30),
               (matrix3x4_t *)(*(int *)(param_2 + 4) + iVar2));
    if (*(int *)(param_1 + param_3 * 0x54 + 0x28) < 0) {
      return (ragdoll_t)0x1;
    }
    rVar1 = param_1[4];
    if (rVar1 == (ragdoll_t)0x0) {
      VectorTransform((float *)(param_1 + param_3 * 0x54 + 0xc),
                      (matrix3x4_t *)
                      (*(int *)(param_1 + *(int *)(param_1 + param_3 * 0x54 + 0x28) * 4 + 0x7ec) *
                       0x30 + *(int *)(param_2 + 4)),(float *)local_28);
      MatrixSetColumn(local_28,3,(matrix3x4_t *)(iVar2 + *(int *)(param_2 + 4)));
      return (ragdoll_t)0x1;
    }
  }
  return rVar1;
}

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)