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 intoaddons/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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file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
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calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
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