L L4D2node

CRagdollProp::SetupBones

0x0079ae80 · 511 bytes · __thiscall

_ZN12CRagdollProp10SetupBonesEP11matrix3x4_ti

Decompiled

undefined (3 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CRagdollProp::SetupBones(matrix3x4_t*, int) */

void __thiscall CRagdollProp::SetupBones(CRagdollProp *this,matrix3x4_t *param_1,int param_2)

{
  int *piVar1;
  char cVar2;
  int iVar3;
  int iVar4;
  CRagdollProp *pCVar5;
  RadianEuler *pRVar6;
  matrix3x4_t *pmVar7;
  int *local_e0;
  undefined4 local_dc;
  matrix3x4_t *local_d8;
  matrix3x4_t local_cc [48];
  char local_9c [140];
  
  if (*(int *)(this + 0x13f8) == 0) {
    CBaseAnimating::SetupBones((CBaseAnimating *)this,param_1,param_2);
    return;
  }
  CBaseAnimating::UpdateModelScale((CBaseAnimating *)this);
  piVar1 = mdlcache;
  (**(code **)(*mdlcache + 0x68))(mdlcache);
  local_e0 = *(int **)(this + 0x13e0);
  if (local_e0 == (int *)0x0) {
                    /* try { // try from 0079b05c to 0079b06c has its CatchHandler @ 0079b090 */
    iVar3 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar3 != 0) {
      CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
    }
    local_e0 = *(int **)(this + 0x13e0);
    if (local_e0 != (int *)0x0) goto LAB_0079aec8;
  }
  else {
LAB_0079aec8:
    iVar3 = *local_e0;
    if (iVar3 != 0) goto LAB_0079aed8;
  }
  local_e0 = (int *)0x0;
  iVar3 = _DAT_00000000;
LAB_0079aed8:
  iVar4 = 0;
  pCVar5 = this + 0x1410;
  memset(local_9c,0,*(size_t *)(iVar3 + 0x9c));
  local_dc = 0;
  local_d8 = param_1;
  if (0 < *(int *)(this + 0x13f8)) {
    do {
                    /* try { // try from 0079af4d to 0079b009 has its CatchHandler @ 0079b090 */
      if ((*(int *)pCVar5 != 0) &&
         (cVar2 = RagdollGetBoneMatrix
                            ((ragdoll_t *)(this + 0x13f8),(CBoneAccessor *)&local_dc,iVar4),
         cVar2 != '\0')) {
        local_9c[*(int *)(this + iVar4 * 4 + 0x1be4)] = '\x01';
      }
      iVar4 = iVar4 + 1;
      pCVar5 = pCVar5 + 0x54;
    } while (iVar4 < *(int *)(this + 0x13f8));
  }
  iVar4 = 0;
  iVar3 = *local_e0;
  pRVar6 = (RadianEuler *)(*(int *)(iVar3 + 0xa0) + iVar3 + 0x3c);
  pmVar7 = param_1;
  if (0 < *(int *)(iVar3 + 0x9c)) {
    do {
      if ((local_9c[iVar4] == '\0') && ((param_2 & *(uint *)(local_e0[0xb] + iVar4 * 4)) != 0)) {
        AngleMatrix(pRVar6,(Vector *)(pRVar6 + -0x1c),local_cc);
        ConcatTransforms(param_1 + *(int *)(pRVar6 + -0x38) * 0x30,local_cc,pmVar7);
        iVar3 = *local_e0;
      }
      iVar4 = iVar4 + 1;
      pmVar7 = pmVar7 + 0x30;
      pRVar6 = pRVar6 + 0xd8;
    } while (iVar4 < *(int *)(iVar3 + 0x9c));
  }
  (**(code **)(*piVar1 + 0x6c))(piVar1);
  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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