L L4D2node

BuildBoneChain

0x00b872a0 · 275 bytes · __cdecl

_Z14BuildBoneChainPK10CStudioHdrRK11matrix3x4_tPK6VectorPK10QuaternioniPS2_R12CBoneBitList

Decompiled

undefined (7 params)

/* BuildBoneChain(CStudioHdr const*, matrix3x4_t const&, Vector const*, Quaternion const*, int,
   matrix3x4_t*, CBoneBitList&) */

void BuildBoneChain(CStudioHdr *param_1,matrix3x4_t *param_2,Vector *param_3,Quaternion *param_4,
                   int param_5,matrix3x4_t *param_6,CBoneBitList *param_7)

{
  int iVar1;
  uint uVar2;
  matrix3x4_t local_4c [60];
  
  uVar2 = 1 << ((byte)param_5 & 0x1f);
  if ((*(uint *)(param_7 + ((uint)param_5 >> 5) * 4) & uVar2) != 0) {
    return;
  }
  QuaternionMatrix(param_4 + param_5 * 0x10,param_3 + param_5 * 0xc,local_4c);
  iVar1 = *(int *)(*(int *)(param_1 + 0x40) + param_5 * 4);
  if (iVar1 == -1) {
    if (((uint)param_2 & 0xf) == 0) {
      ConcatTransforms_Aligned(param_2,local_4c,param_6 + param_5 * 0x30);
    }
    else {
      ConcatTransforms(param_2,local_4c,param_6 + param_5 * 0x30);
    }
  }
  else {
    BuildBoneChain(param_1,param_2,param_3,param_4,iVar1,param_6,param_7);
    ConcatTransforms_Aligned(param_6 + iVar1 * 0x30,local_4c,param_6 + param_5 * 0x30);
  }
  *(uint *)(param_7 + (param_5 >> 5) * 4) = *(uint *)(param_7 + (param_5 >> 5) * 4) | uVar2;
  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)