L L4D2node

Studio_BuildMatrices

0x00b8d4f0 · 582 bytes · __cdecl

_Z20Studio_BuildMatricesPK10CStudioHdrRK11matrix3x4_tPK6VectorPK10QuaternioniPS2_i

Decompiled

undefined (7 params)

/* Studio_BuildMatrices(CStudioHdr const*, matrix3x4_t const&, Vector const*, Quaternion const*,
   int, matrix3x4_t*, int) */

void Studio_BuildMatrices
               (CStudioHdr *param_1,matrix3x4_t *param_2,Vector *param_3,Quaternion *param_4,
               int param_5,matrix3x4_t *param_6,int param_7)

{
  int iVar1;
  int iVar2;
  int iVar3;
  int *piVar4;
  matrix3x4_t local_27c [48];
  matrix3x4_t local_24c [44];
  int aiStack_220 [132];
  
  if ((param_5 < -1) || (iVar1 = *(int *)(*(int *)param_1 + 0x9c), iVar1 <= param_5)) {
    param_5 = 0;
  }
  else if (param_5 == -1) {
    iVar3 = iVar1 + -1;
    if (0 < iVar1) {
      piVar4 = aiStack_220 + iVar1;
      iVar2 = 0;
      do {
        *piVar4 = iVar2;
        iVar2 = iVar2 + 1;
        piVar4 = piVar4 + -1;
      } while (iVar2 != iVar1);
    }
    goto LAB_00b8d53a;
  }
  iVar1 = *(int *)(param_1 + 0x40);
  iVar2 = 0;
  do {
    iVar3 = iVar2;
    aiStack_220[iVar3 + 1] = param_5;
    param_5 = *(int *)(iVar1 + param_5 * 4);
    iVar2 = iVar3 + 1;
  } while (param_5 != -1);
LAB_00b8d53a:
  MatrixCopy(param_2,local_24c);
  if (((uint)param_6 & 0xf) == 0) {
    if (-1 < iVar3) {
      do {
        iVar1 = aiStack_220[iVar3 + 1];
        if ((param_7 & *(uint *)(*(int *)(param_1 + 0x2c) + iVar1 * 4)) != 0) {
          QuaternionMatrix(param_4 + iVar1 * 0x10,param_3 + iVar1 * 0xc,local_27c);
          iVar2 = *(int *)(*(int *)(param_1 + 0x40) + iVar1 * 4);
          if (iVar2 == -1) {
            ConcatTransforms_Aligned(local_24c,local_27c,param_6 + iVar1 * 0x30);
          }
          else {
            ConcatTransforms_Aligned(param_6 + iVar2 * 0x30,local_27c,param_6 + iVar1 * 0x30);
          }
        }
        iVar3 = iVar3 + -1;
      } while (iVar3 != -1);
    }
  }
  else if (-1 < iVar3) {
    do {
      while (iVar1 = aiStack_220[iVar3 + 1],
            (param_7 & *(uint *)(*(int *)(param_1 + 0x2c) + iVar1 * 4)) != 0) {
        QuaternionMatrix(param_4 + iVar1 * 0x10,param_3 + iVar1 * 0xc,local_27c);
        iVar2 = *(int *)(*(int *)(param_1 + 0x40) + iVar1 * 4);
        if (iVar2 == -1) {
          ConcatTransforms(local_24c,local_27c,param_6 + iVar1 * 0x30);
          break;
        }
        iVar3 = iVar3 + -1;
        ConcatTransforms(param_6 + iVar2 * 0x30,local_27c,param_6 + iVar1 * 0x30);
        if (iVar3 == -1) {
          return;
        }
      }
      iVar3 = iVar3 + -1;
    } while (iVar3 != -1);
  }
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)