L L4D2node

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 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)