CBaseAnimating::BuildMatricesWithBoneMerge
0x005e4b30 · 323 bytes · __thiscall
_ZN14CBaseAnimating26BuildMatricesWithBoneMergeEPK10CStudioHdrRK11matrix3x4_tPK6VectorPK10QuaternionPS3_PS_P10CBoneCache
Decompiled
undefined (8 params)
/* CBaseAnimating::BuildMatricesWithBoneMerge(CStudioHdr const*, matrix3x4_t const&, Vector const*,
Quaternion const*, matrix3x4_t*, CBaseAnimating*, CBoneCache*) */
void __thiscall
CBaseAnimating::BuildMatricesWithBoneMerge
(CBaseAnimating *this,CStudioHdr *param_1,matrix3x4_t *param_2,Vector *param_3,
Quaternion *param_4,matrix3x4_t *param_5,CBaseAnimating *param_6,CBoneCache *param_7)
{
matrix3x4_t *pmVar1;
int iVar2;
CStudioHdr *pCVar3;
int *piVar4;
int iVar5;
matrix3x4_t *pmVar6;
CStudioHdr *local_58;
Quaternion *local_54;
Vector *local_50;
matrix3x4_t local_4c [60];
pCVar3 = *(CStudioHdr **)(param_6 + 0x13e0);
if (pCVar3 == (CStudioHdr *)0x0) {
iVar5 = CBaseEntity::GetModel((CBaseEntity *)param_6);
if (iVar5 == 0) {
pCVar3 = *(CStudioHdr **)(param_6 + 0x13e0);
}
else {
LockStudioHdr(param_6);
pCVar3 = *(CStudioHdr **)(param_6 + 0x13e0);
}
local_58 = (CStudioHdr *)0x0;
if (pCVar3 == (CStudioHdr *)0x0) goto LAB_005e4b56;
}
local_58 = pCVar3;
if (*(int *)pCVar3 == 0) {
local_58 = (CStudioHdr *)0x0;
}
LAB_005e4b56:
iVar5 = *(int *)param_1;
piVar4 = (int *)(*(int *)(iVar5 + 0xa0) + iVar5);
if (0 < *(int *)(iVar5 + 0x9c)) {
iVar5 = 0;
local_54 = param_4;
local_50 = param_3;
pmVar6 = param_5;
do {
iVar2 = Studio_BoneIndexByName(local_58,(char *)(*piVar4 + (int)piVar4));
if ((iVar2 < 0) ||
(pmVar1 = (matrix3x4_t *)CBoneCache::GetCachedBone(param_7,iVar2),
pmVar1 == (matrix3x4_t *)0x0)) {
QuaternionMatrix(local_54,local_50,local_4c);
if (piVar4[1] == -1) {
ConcatTransforms(param_2,local_4c,pmVar6);
}
else {
ConcatTransforms(param_5 + piVar4[1] * 0x30,local_4c,pmVar6);
}
}
else {
MatrixCopy(pmVar1,pmVar6);
}
iVar5 = iVar5 + 1;
piVar4 = piVar4 + 0x36;
local_54 = local_54 + 0x10;
pmVar6 = pmVar6 + 0x30;
local_50 = local_50 + 0xc;
} while (iVar5 < *(int *)(*(int *)param_1 + 0x9c));
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.