SolveBone
0x00b87420 · 130 bytes · __cdecl
_Z9SolveBonePK10CStudioHdriP11matrix3x4_tP6VectorP10Quaternion
Decompiled
undefined (5 params)
/* SolveBone(CStudioHdr const*, int, matrix3x4_t*, Vector*, Quaternion*) */
void SolveBone(CStudioHdr *param_1,int param_2,matrix3x4_t *param_3,Vector *param_4,
Quaternion *param_5)
{
matrix3x4_t local_7c [48];
matrix3x4_t local_4c [60];
MatrixInvert(param_3 + *(int *)(*(int *)(param_1 + 0x40) + param_2 * 4) * 0x30,local_7c);
ConcatTransforms_Aligned(local_7c,param_3 + param_2 * 0x30,local_4c);
MatrixAngles(local_4c,param_5 + param_2 * 0x10,param_4 + param_2 * 0xc);
return;
}
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.