CalcBoneVelocityFromDerivative
0x00b8d440 · 163 bytes · __cdecl
_Z30CalcBoneVelocityFromDerivativeRK6QAngleR6VectorS3_RK11matrix3x4_t
Decompiled
undefined (4 params)
/* CalcBoneVelocityFromDerivative(QAngle const&, Vector&, Vector&, matrix3x4_t const&) */
void CalcBoneVelocityFromDerivative
(QAngle *param_1,Vector *param_2,Vector *param_3,matrix3x4_t *param_4)
{
float local_78;
Vector local_74 [12];
float local_68;
float local_64;
float local_60;
Quaternion local_5c [16];
matrix3x4_t local_4c [60];
MatrixAngles(param_4,local_5c,local_74);
QuaternionAxisAngle(local_5c,(Vector *)&local_68,&local_78);
local_68 = local_68 * local_78;
local_64 = local_64 * local_78;
local_60 = local_78 * local_60;
AngleMatrix(param_1,local_4c);
VectorTransform((float *)local_74,local_4c,(float *)param_2);
VectorTransform(&local_68,local_4c,(float *)param_3);
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.