ScaleBones
0x00b93ea0 · 330 bytes · __cdecl
_Z10ScaleBonesPK10CStudioHdrP10QuaternionP6Vectorifi
Decompiled
undefined (6 params)
/* ScaleBones(CStudioHdr const*, Quaternion*, Vector*, int, float, int) */
void ScaleBones(CStudioHdr *param_1,Quaternion *param_2,Vector *param_3,int param_4,float param_5,
int param_6)
{
int iVar1;
int iVar2;
int iVar3;
int local_24;
int local_20;
iVar1 = CStudioHdr::pSeqdesc(param_1,param_4);
iVar3 = *(int *)(param_1 + 4);
if (iVar3 == 0) {
local_24 = 0;
}
else {
local_24 = *(int *)(param_4 * 0x10 + *(int *)(iVar3 + 8) + 8) * 0x90 + *(int *)(iVar3 + 0x58);
}
local_20 = *(int *)param_1;
iVar3 = 0;
if (0 < *(int *)(local_20 + 0x9c)) {
do {
if (((param_6 & *(uint *)(*(int *)(param_1 + 0x2c) + iVar3 * 4)) != 0) &&
(((iVar2 = iVar3, local_24 == 0 ||
(iVar2 = *(int *)(*(int *)(local_24 + 4) + iVar3 * 4), -1 < iVar2)) &&
(0.0 < *(float *)(iVar1 + iVar2 * 4 + *(int *)(iVar1 + 0x9c)))))) {
QuaternionIdentityBlend(param_2,1.0 - param_5,param_2);
*(float *)param_3 = *(float *)param_3 * param_5;
*(float *)(param_3 + 4) = *(float *)(param_3 + 4) * param_5;
*(float *)(param_3 + 8) = *(float *)(param_3 + 8) * param_5;
local_20 = *(int *)param_1;
}
iVar3 = iVar3 + 1;
param_2 = param_2 + 0x10;
param_3 = param_3 + 0xc;
} while (iVar3 < *(int *)(local_20 + 0x9c));
}
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)
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.