L L4D2node

CIKContext::SolveLock

0x00b88340 · 666 bytes · __thiscall

_ZN10CIKContext9SolveLockEPK15mstudioiklock_tiP6VectorP10QuaternionP11matrix3x4_tR12CBoneBitList

Decompiled

undefined (7 params)

/* CIKContext::SolveLock(mstudioiklock_t const*, int, Vector*, Quaternion*, matrix3x4_t*,
   CBoneBitList&) */

void __thiscall
CIKContext::SolveLock
          (CIKContext *this,mstudioiklock_t *param_1,int param_2,Vector *param_3,Quaternion *param_4
          ,matrix3x4_t *param_5,CBoneBitList *param_6)

{
  float fVar1;
  CStudioHdr *pCVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  mstudioikchain_t *pmVar6;
  Quaternion *pQVar7;
  matrix3x4_t *pmVar8;
  float fVar9;
  float local_38;
  float local_34;
  float local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  pCVar2 = *(CStudioHdr **)(this + 0xff8);
  pmVar6 = (mstudioikchain_t *)
           (*(int *)pCVar2 + *(int *)param_1 * 0x10 + *(int *)(*(int *)pCVar2 + 0x120));
  iVar3 = *(int *)(pmVar6 + *(int *)(pmVar6 + 0xc) + 0x38);
  if ((*(uint *)(this + 0x105c) & *(uint *)(*(int *)(pCVar2 + 0x2c) + iVar3 * 4)) == 0) {
    return;
  }
  ::BuildBoneChain(pCVar2,(matrix3x4_t *)(this + 0x1024),param_3,param_4,iVar3,param_5,param_6);
  pmVar8 = param_5 + iVar3 * 0x30;
  fVar1 = *(float *)(param_1 + 4);
  fVar9 = 1.0 - fVar1;
  iVar5 = param_2 * 0x84 + *(int *)(this + 0x1010);
  local_34 = *(float *)(pmVar8 + 0x1c) * fVar9 + *(float *)(iVar5 + 0x24) * fVar1;
  local_30 = *(float *)(pmVar8 + 0x2c) * fVar9 + *(float *)(iVar5 + 0x28) * fVar1;
  local_38 = fVar9 * *(float *)(pmVar8 + 0xc) + fVar1 * *(float *)(iVar5 + 0x20);
  if (*(float *)(iVar5 + 0x70) * *(float *)(iVar5 + 0x70) +
      *(float *)(iVar5 + 0x6c) * *(float *)(iVar5 + 0x6c) +
      *(float *)(iVar5 + 0x74) * *(float *)(iVar5 + 0x74) <= 0.0) {
    Studio_SolveIK(pmVar6,(Vector *)&local_38,param_5);
  }
  else {
    iVar4 = *(int *)(pmVar6 + 0xc);
    Studio_SolveIK(*(int *)(pmVar6 + iVar4),*(int *)(pmVar6 + iVar4 + 0x1c),
                   *(int *)(pmVar6 + iVar4 + 0x38),(Vector *)&local_38,(Vector *)(iVar5 + 0x78),
                   (Vector *)(iVar5 + 0x6c),param_5);
  }
  local_38 = *(float *)(pmVar8 + 0xc);
  local_34 = *(float *)(pmVar8 + 0x1c);
  local_30 = *(float *)(pmVar8 + 0x2c);
  QuaternionMatrix((Quaternion *)(param_2 * 0x84 + *(int *)(this + 0x1010) + 0x2c),
                   (Vector *)&local_38,pmVar8);
  pQVar7 = param_4 + iVar3 * 0x10;
  local_2c = *(undefined4 *)pQVar7;
  local_28 = *(undefined4 *)(pQVar7 + 4);
  local_24 = *(undefined4 *)(pQVar7 + 8);
  local_20 = *(undefined4 *)(pQVar7 + 0xc);
  SolveBone(*(CStudioHdr **)(this + 0xff8),*(int *)(pmVar6 + *(int *)(pmVar6 + 0xc) + 0x38),param_5,
            param_3,param_4);
  QuaternionSlerp(pQVar7,(Quaternion *)&local_2c,*(float *)(param_1 + 8),pQVar7);
  SolveBone(*(CStudioHdr **)(this + 0xff8),*(int *)(pmVar6 + *(int *)(pmVar6 + 0xc) + 0x1c),param_5,
            param_3,param_4);
  SolveBone(*(CStudioHdr **)(this + 0xff8),*(int *)(pmVar6 + *(int *)(pmVar6 + 0xc)),param_5,param_3
            ,param_4);
  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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