L L4D2node

DoAimAtBone

0x00b8df00 · 1962 bytes · __cdecl

_Z11DoAimAtBoneP13mstudiobone_tiR13CBoneAccessorPK10CStudioHdr

Decompiled

undefined (4 params)

/* DoAimAtBone(mstudiobone_t*, int, CBoneAccessor&, CStudioHdr const*) */

void DoAimAtBone(mstudiobone_t *param_1,int param_2,CBoneAccessor *param_3,CStudioHdr *param_4)

{
  int iVar1;
  mstudiobone_t *pmVar2;
  longdouble lVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  undefined1 auVar8 [16];
  float fVar9;
  float fVar10;
  float fVar11;
  float local_1a8;
  float local_1a4;
  float local_1a0;
  float local_19c;
  float local_198;
  float local_194;
  float local_190;
  float local_18c;
  float local_188;
  float local_184;
  float local_180;
  float local_17c;
  float local_178;
  float local_174;
  float local_170;
  Quaternion local_16c [16];
  Quaternion local_15c [16];
  Quaternion local_14c [16];
  matrix3x4_t local_13c [48];
  matrix3x4_t local_10c [48];
  matrix3x4_t local_dc [48];
  matrix3x4_t local_ac [48];
  matrix3x4_t local_7c [48];
  RadianEuler local_4c [60];
  
  if ((*(int *)(param_1 + param_2 * 0xd8 + 0xa8) != 0) &&
     (pmVar2 = param_1 + *(int *)(param_1 + param_2 * 0xd8 + 0xa8) + param_2 * 0xd8,
     pmVar2 != (mstudiobone_t *)0x0)) {
    MatrixCopy((matrix3x4_t *)(*(int *)pmVar2 * 0x30 + *(int *)(param_3 + 4)),local_10c);
    VectorTransform((float *)(pmVar2 + 0x20),local_10c,&local_1a8);
    if (param_4 == (CStudioHdr *)0x0) {
      MatrixCopy((matrix3x4_t *)(*(int *)(pmVar2 + 4) * 0x30 + *(int *)(param_3 + 4)),local_dc);
    }
    else {
      iVar1 = CStudioHdr::pAttachment(param_4,*(int *)(pmVar2 + 4));
      ConcatTransforms((matrix3x4_t *)(*(int *)(iVar1 + 8) * 0x30 + *(int *)(param_3 + 4)),
                       (matrix3x4_t *)(iVar1 + 0xc),local_dc);
    }
    MatrixGetColumn(local_dc,3,(Vector *)&local_19c);
    QuaternionAngles((Quaternion *)(param_1 + param_2 * 0xd8 + 0x2c),local_4c);
    AngleMatrix(local_4c,(Vector *)(pmVar2 + 0x20),local_ac);
    ConcatTransforms((matrix3x4_t *)(*(int *)pmVar2 * 0x30 + *(int *)(param_3 + 4)),local_ac,
                     local_7c);
    local_19c = local_19c - local_1a8;
    local_198 = local_198 - local_1a4;
    fVar4 = *(float *)(pmVar2 + 0xc);
    local_194 = local_194 - local_1a0;
    fVar6 = local_19c * local_19c + local_198 * local_198 + 1.1920929e-07 + local_194 * local_194;
    auVar8 = rsqrtss(ZEXT416((uint)fVar6),ZEXT416((uint)fVar6));
    fVar7 = auVar8._0_4_;
    fVar5 = *(float *)(pmVar2 + 0x10);
    fVar7 = fVar7 * 0.5 * (3.0 - fVar7 * fVar7 * fVar6);
    fVar10 = local_19c * fVar7;
    fVar9 = local_198 * fVar7;
    fVar7 = fVar7 * local_194;
    local_190 = fVar7 * fVar4 - fVar9 * fVar5;
    local_18c = fVar10 * fVar5 - fVar7 * *(float *)(pmVar2 + 8);
    local_188 = *(float *)(pmVar2 + 8) * fVar9 - fVar10 * fVar4;
    fVar6 = local_18c * local_18c + local_188 * local_188 + 1.1920929e-07 + local_190 * local_190;
    auVar8 = rsqrtss(ZEXT416((uint)fVar6),ZEXT416((uint)fVar6));
    fVar11 = auVar8._0_4_;
    fVar6 = fVar11 * 0.5 * (3.0 - fVar11 * fVar11 * fVar6);
    local_188 = local_188 * fVar6;
    local_190 = local_190 * fVar6;
    local_18c = local_18c * fVar6;
    lVar3 = (longdouble)
            __acosf_finite(fVar4 * fVar9 + fVar10 * *(float *)(pmVar2 + 8) + fVar5 * fVar7);
    AxisAngleQuaternion((Vector *)&local_190,(float)lVar3 * 57.295776,local_16c);
    if (0.9999999 <=
        ABS(*(float *)(pmVar2 + 0xc) * *(float *)(pmVar2 + 0x18) +
            *(float *)(pmVar2 + 8) * *(float *)(pmVar2 + 0x14) +
            *(float *)(pmVar2 + 0x10) * *(float *)(pmVar2 + 0x1c))) {
      QuaternionMatrix(local_16c,(Vector *)&local_1a8,local_13c);
    }
    else {
      QuaternionMatrix(local_16c,(matrix3x4_t *)local_4c);
      VectorRotate((float *)(pmVar2 + 0x14),(matrix3x4_t *)local_4c,&local_184);
      fVar4 = fVar9 * local_180 + fVar10 * local_184 + fVar7 * local_17c;
      local_184 = local_184 - fVar10 * fVar4;
      local_180 = local_180 - fVar9 * fVar4;
      local_17c = local_17c - fVar4 * fVar7;
      fVar4 = local_184 * local_184 + local_180 * local_180 + 1.1920929e-07 + local_17c * local_17c;
      auVar8 = rsqrtss(ZEXT416((uint)fVar4),ZEXT416((uint)fVar4));
      fVar5 = auVar8._0_4_;
      fVar6 = fVar5 * 0.5 * (3.0 - fVar5 * fVar5 * fVar4);
      fVar11 = local_184 * fVar6;
      fVar4 = local_180 * fVar6;
      fVar6 = fVar6 * local_17c;
      VectorRotate((float *)(pmVar2 + 0x14),local_7c,&local_178);
      fVar5 = fVar9 * local_174 + fVar10 * local_178 + fVar7 * local_170;
      local_178 = local_178 - fVar10 * fVar5;
      local_174 = local_174 - fVar9 * fVar5;
      local_170 = local_170 - fVar5 * fVar7;
      fVar5 = local_178 * local_178 + local_174 * local_174 + 1.1920929e-07 + local_170 * local_170;
      auVar8 = rsqrtss(ZEXT416((uint)fVar5),ZEXT416((uint)fVar5));
      fVar7 = auVar8._0_4_;
      fVar5 = fVar7 * 0.5 * (3.0 - fVar7 * fVar7 * fVar5);
      local_178 = local_178 * fVar5;
      local_174 = local_174 * fVar5;
      local_170 = local_170 * fVar5;
      fVar5 = fVar4 * local_174 + fVar11 * local_178 + local_170 * fVar6;
      if (ABS(fVar5) < 0.9999999) {
        lVar3 = (longdouble)__acosf_finite(fVar5);
        fVar7 = local_178 * fVar4;
        fVar5 = (float)lVar3 * 57.295776;
        local_190 = fVar4 * local_170 - local_174 * fVar6;
        fVar4 = fVar6 * local_178 - local_170 * fVar11;
        fVar6 = local_174 * fVar11 - fVar7;
      }
      else {
        fVar5 = 0.0;
        local_190 = fVar11;
      }
      fVar7 = local_190 * local_190 + fVar4 * fVar4 + 1.1920929e-07 + fVar6 * fVar6;
      auVar8 = rsqrtss(ZEXT416((uint)fVar7),ZEXT416((uint)fVar7));
      fVar9 = auVar8._0_4_;
      local_188 = fVar9 * 0.5 * (3.0 - fVar9 * fVar9 * fVar7);
      local_190 = local_190 * local_188;
      local_18c = fVar4 * local_188;
      local_188 = fVar6 * local_188;
      AxisAngleQuaternion((Vector *)&local_190,fVar5,local_15c);
      QuaternionMult(local_15c,local_16c,local_14c);
      QuaternionMatrix(local_14c,(Vector *)&local_1a8,local_13c);
    }
    MatrixCopy(local_13c,(matrix3x4_t *)(param_2 * 0x30 + *(int *)(param_3 + 4)));
  }
  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)

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