Studio_SolveIK
0x00b85d70 · 485 bytes · __cdecl
_Z14Studio_SolveIKiiiR6VectorP11matrix3x4_t
Decompiled
undefined (5 params)
/* Studio_SolveIK(int, int, int, Vector&, matrix3x4_t*) */
undefined4 Studio_SolveIK(int param_1,int param_2,int param_3,Vector *param_4,matrix3x4_t *param_5)
{
undefined4 uVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
local_34 = *(float *)(param_5 + param_2 * 0x30 + 0xc);
local_30 = *(float *)(param_5 + param_2 * 0x30 + 0x1c);
local_2c = *(float *)(param_5 + param_2 * 0x30 + 0x2c);
local_28 = local_34 - *(float *)(param_5 + param_1 * 0x30 + 0xc);
local_24 = local_30 - *(float *)(param_5 + param_1 * 0x30 + 0x1c);
local_20 = local_2c - *(float *)(param_5 + param_1 * 0x30 + 0x2c);
fVar2 = SQRT(local_24 * local_24 + local_28 * local_28 + local_20 * local_20);
fVar3 = *(float *)(param_5 + param_3 * 0x30 + 0xc) - local_34;
fVar9 = *(float *)(param_5 + param_3 * 0x30 + 0xc) - *(float *)(param_5 + param_1 * 0x30 + 0xc);
fVar4 = *(float *)(param_5 + param_3 * 0x30 + 0x1c) - local_30;
fVar8 = *(float *)(param_5 + param_3 * 0x30 + 0x1c) - *(float *)(param_5 + param_1 * 0x30 + 0x1c);
fVar5 = *(float *)(param_5 + param_3 * 0x30 + 0x2c) - local_2c;
uVar1 = 0;
fVar7 = *(float *)(param_5 + param_3 * 0x30 + 0x2c) - *(float *)(param_5 + param_1 * 0x30 + 0x2c);
fVar6 = SQRT(fVar8 * fVar8 + fVar9 * fVar9 + fVar7 * fVar7);
if (fVar6 <= (SQRT(fVar4 * fVar4 + fVar3 * fVar3 + fVar5 * fVar5) + fVar2) * 0.9998) {
fVar2 = fVar2 / fVar6;
local_28 = local_28 - fVar9 * fVar2;
local_20 = local_20 - fVar2 * fVar7;
local_24 = local_24 - fVar8 * fVar2;
VectorNormalize((Vector *)&local_28);
uVar1 = Studio_SolveIK(param_1,param_2,param_3,param_4,(Vector *)&local_34,(Vector *)&local_28,
param_5);
}
return uVar1;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.