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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.