L L4D2node

BlendBones

0x00b93ba0 · 734 bytes · __cdecl

_Z10BlendBonesPK10CStudioHdrP17QuaternionAlignedP6VectorR16mstudioseqdesc_tiPKS2_PKS4_fi

Decompiled

undefined (9 params)

/* BlendBones(CStudioHdr const*, QuaternionAligned*, Vector*, mstudioseqdesc_t&, int,
   QuaternionAligned const*, Vector const*, float, int) */

void BlendBones(CStudioHdr *param_1,QuaternionAligned *param_2,Vector *param_3,
               mstudioseqdesc_t *param_4,int param_5,QuaternionAligned *param_6,Vector *param_7,
               float param_8,int param_9)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  uint uVar4;
  int iVar5;
  int iVar6;
  float fVar7;
  int local_38;
  Vector *local_34;
  int local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  iVar5 = *(int *)(param_1 + 4);
  if (iVar5 == 0) {
    local_38 = 0;
  }
  else {
    local_38 = *(int *)(param_5 * 0x10 + *(int *)(iVar5 + 8) + 8) * 0x90 + *(int *)(iVar5 + 0x58);
  }
  if (0.0 < param_8) {
    if (param_8 < 1.0) {
      fVar7 = 1.0 - param_8;
      local_30 = *(int *)param_1;
      if (0 < *(int *)(local_30 + 0x9c)) {
        iVar5 = 0;
        local_34 = (Vector *)param_6;
        do {
          uVar4 = *(uint *)(*(int *)(param_1 + 0x2c) + iVar5 * 4);
          if (((param_9 & uVar4) != 0) &&
             (((iVar6 = iVar5, local_38 == 0 ||
               (iVar6 = *(int *)(*(int *)(local_38 + 4) + iVar5 * 4), -1 < iVar6)) &&
              (0.0 < *(float *)(param_4 + *(int *)(param_4 + 0x9c) + iVar6 * 4))))) {
            if ((uVar4 & 0x100000) == 0) {
              QuaternionBlend((Quaternion *)local_34,(Quaternion *)param_2,fVar7,
                              (Quaternion *)&local_2c);
            }
            else {
              QuaternionBlendNoAlign
                        ((Quaternion *)local_34,(Quaternion *)param_2,fVar7,(Quaternion *)&local_2c)
              ;
            }
            *(undefined4 *)param_2 = local_2c;
            *(undefined4 *)(param_2 + 4) = local_28;
            *(undefined4 *)(param_2 + 8) = local_24;
            *(undefined4 *)(param_2 + 0xc) = local_20;
            *(float *)param_3 = *(float *)param_7 * param_8 + *(float *)param_3 * fVar7;
            *(float *)(param_3 + 4) =
                 *(float *)(param_7 + 4) * param_8 + *(float *)(param_3 + 4) * fVar7;
            *(float *)(param_3 + 8) =
                 *(float *)(param_7 + 8) * param_8 + *(float *)(param_3 + 8) * fVar7;
            local_30 = *(int *)param_1;
          }
          iVar5 = iVar5 + 1;
          param_2 = param_2 + 0x10;
          local_34 = local_34 + 0x10;
          param_3 = param_3 + 0xc;
          param_7 = param_7 + 0xc;
        } while (iVar5 < *(int *)(local_30 + 0x9c));
      }
    }
    else {
      local_30 = *(int *)param_1;
      if (0 < *(int *)(local_30 + 0x9c)) {
        iVar5 = 0;
        local_34 = param_7;
        do {
          if ((((param_9 & *(uint *)(*(int *)(param_1 + 0x2c) + iVar5 * 4)) != 0) &&
              ((iVar6 = iVar5, local_38 == 0 ||
               (iVar6 = *(int *)(*(int *)(local_38 + 4) + iVar5 * 4), -1 < iVar6)))) &&
             (0.0 < *(float *)(param_4 + *(int *)(param_4 + 0x9c) + iVar6 * 4))) {
            uVar1 = *(undefined4 *)(param_6 + 0xc);
            uVar2 = *(undefined4 *)(param_6 + 8);
            uVar3 = *(undefined4 *)(param_6 + 4);
            *(undefined4 *)param_2 = *(undefined4 *)param_6;
            *(undefined4 *)(param_2 + 8) = uVar2;
            *(undefined4 *)(param_2 + 4) = uVar3;
            *(undefined4 *)(param_2 + 0xc) = uVar1;
            *(undefined4 *)param_3 = *(undefined4 *)local_34;
            *(undefined4 *)(param_3 + 4) = *(undefined4 *)(local_34 + 4);
            *(undefined4 *)(param_3 + 8) = *(undefined4 *)(local_34 + 8);
            local_30 = *(int *)param_1;
          }
          iVar5 = iVar5 + 1;
          param_6 = param_6 + 0x10;
          local_34 = local_34 + 0xc;
          param_2 = param_2 + 0x10;
          param_3 = param_3 + 0xc;
        } while (iVar5 < *(int *)(local_30 + 0x9c));
      }
    }
  }
  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)