L L4D2node

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 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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)