Studio_CalcBoneToBoneTransform
0x00b942a0 · 94 bytes · __cdecl
_Z30Studio_CalcBoneToBoneTransformPK10CStudioHdriiR11matrix3x4_t
Decompiled
undefined (4 params)
/* Studio_CalcBoneToBoneTransform(CStudioHdr const*, int, int, matrix3x4_t&) */
void Studio_CalcBoneToBoneTransform
(CStudioHdr *param_1,int param_2,int param_3,matrix3x4_t *param_4)
{
matrix3x4_t local_3c [48];
MatrixInvert((matrix3x4_t *)
(*(int *)param_1 + 0x60 + param_2 * 0xd8 + *(int *)(*(int *)param_1 + 0xa0)),local_3c
);
ConcatTransforms((matrix3x4_t *)
(*(int *)param_1 + 0x60 + param_3 * 0xd8 + *(int *)(*(int *)param_1 + 0xa0)),
local_3c,param_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)
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.