L L4D2node

CalcBoneDerivatives

0x00b8d320 · 277 bytes · __cdecl

_Z19CalcBoneDerivativesR6VectorS0_RK11matrix3x4_tS3_f

Decompiled

undefined (5 params)

/* CalcBoneDerivatives(Vector&, Vector&, matrix3x4_t const&, matrix3x4_t const&, float) */

void CalcBoneDerivatives(Vector *param_1,Vector *param_2,matrix3x4_t *param_3,matrix3x4_t *param_4,
                        float param_5)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float local_44;
  float local_40;
  float local_3c;
  float local_38;
  QAngle local_34 [12];
  QAngle local_28 [24];
  
  fVar6 = 1.0;
  if (0.0 < param_5) {
    fVar6 = 1.0 / param_5;
  }
  MatrixAngles(param_3,(float *)local_28);
  fVar1 = *(float *)(param_3 + 0xc);
  fVar2 = *(float *)(param_3 + 0x1c);
  fVar3 = *(float *)(param_3 + 0x2c);
  MatrixAngles(param_4,(float *)local_34);
  fVar4 = *(float *)(param_4 + 0x1c);
  fVar5 = *(float *)(param_4 + 0xc);
  *(float *)(param_1 + 8) = (*(float *)(param_4 + 0x2c) - fVar3) * fVar6;
  *(float *)param_1 = (fVar5 - fVar1) * fVar6;
  *(float *)(param_1 + 4) = (fVar4 - fVar2) * fVar6;
  RotationDeltaAxisAngle(local_28,local_34,(Vector *)&local_40,&local_44);
  fVar6 = fVar6 * local_44;
  *(float *)param_2 = local_40 * fVar6;
  *(float *)(param_2 + 4) = local_3c * fVar6;
  *(float *)(param_2 + 8) = fVar6 * local_38;
  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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