CalcProceduralBone
0x00b8e6d0 · 195 bytes · __cdecl
_Z18CalcProceduralBonePK10CStudioHdriR13CBoneAccessor
Decompiled
undefined (3 params)
/* CalcProceduralBone(CStudioHdr const*, int, CBoneAccessor&) */
undefined4 CalcProceduralBone(CStudioHdr *param_1,int param_2,CBoneAccessor *param_3)
{
int iVar1;
undefined4 uVar2;
mstudiobone_t *pmVar3;
uVar2 = 0;
if ((*(byte *)(*(int *)(param_1 + 0x2c) + param_2 * 4) & 4) != 0) {
pmVar3 = (mstudiobone_t *)(*(int *)param_1 + *(int *)(*(int *)param_1 + 0xa0));
iVar1 = *(int *)(pmVar3 + param_2 * 0xd8 + 0xa4);
if (iVar1 == 2) {
DoQuatInterpBone(pmVar3,param_2,param_3);
return 1;
}
if (iVar1 < 3) {
if (iVar1 != 1) {
return 0;
}
DoAxisInterpBone(pmVar3,param_2,param_3);
return 1;
}
if (iVar1 == 3) {
param_1 = (CStudioHdr *)0x0;
}
else if (iVar1 != 4) {
return 0;
}
DoAimAtBone(pmVar3,param_2,param_3,param_1);
uVar2 = 1;
}
return uVar2;
}
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.