L L4D2node

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 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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