L L4D2node

CBaseAnimating::InvertBones

0x005e7d50 · 294 bytes · __thiscall

_ZN14CBaseAnimating11InvertBonesERK11matrix3x4_tPS1_P10CStudioHdrR9CBoneList

Decompiled

undefined (5 params)

/* CBaseAnimating::InvertBones(matrix3x4_t const&, matrix3x4_t const*, CStudioHdr*, CBoneList&) */

void __thiscall
CBaseAnimating::InvertBones
          (CBaseAnimating *this,matrix3x4_t *param_1,matrix3x4_t *param_2,CStudioHdr *param_3,
          CBoneList *param_4)

{
  int iVar1;
  matrix3x4_t *pmVar2;
  Quaternion *pQVar3;
  int iVar4;
  Vector *pVVar5;
  matrix3x4_t local_7c [48];
  matrix3x4_t local_4c [60];
  
  *(ushort *)param_4 = *(ushort *)param_4 & 1 | (short)*(undefined4 *)(*(int *)param_3 + 0x9c) * 2;
  iVar1 = *(int *)param_3;
  if (0 < *(int *)(iVar1 + 0x9c)) {
    pQVar3 = (Quaternion *)(param_4 + 0x604);
    pVVar5 = (Vector *)(param_4 + 4);
    iVar4 = 0;
    pmVar2 = param_2;
    do {
      iVar1 = iVar1 + iVar4 * 0xd8 + *(int *)(iVar1 + 0xa0);
      if ((*(uint *)(iVar1 + 0xa0) & 0x7ff00) == 0) {
        *(undefined4 *)pQVar3 = 0;
        *(undefined4 *)(pQVar3 + 4) = 0;
        *(undefined4 *)(pQVar3 + 8) = 0;
        *(undefined4 *)(pQVar3 + 0xc) = 0x3f800000;
        *(undefined4 *)pVVar5 = 0;
        *(undefined4 *)(pVVar5 + 4) = 0;
        *(undefined4 *)(pVVar5 + 8) = 0;
      }
      else {
        iVar1 = *(int *)(iVar1 + 4);
        if (iVar1 == -1) {
          MatrixInvert(param_1,local_7c);
        }
        else {
          MatrixInvert(param_2 + iVar1 * 0x30,local_7c);
        }
        ConcatTransforms(local_7c,pmVar2,local_4c);
        MatrixAngles(local_4c,pQVar3,pVVar5);
      }
      iVar4 = iVar4 + 1;
      pmVar2 = pmVar2 + 0x30;
      pQVar3 = pQVar3 + 0x10;
      pVVar5 = pVVar5 + 0xc;
      iVar1 = *(int *)param_3;
    } while (iVar4 < *(int *)(iVar1 + 0x9c));
  }
  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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)