L L4D2node

SetupSingleBoneMatrix

0x00b9a290 · 505 bytes · __cdecl

_Z21SetupSingleBoneMatrixP10CStudioHdriiiR11matrix3x4_t

Decompiled

undefined (5 params)

/* SetupSingleBoneMatrix(CStudioHdr*, int, int, int, matrix3x4_t&) */

void SetupSingleBoneMatrix
               (CStudioHdr *param_1,int param_2,int param_3,int param_4,matrix3x4_t *param_5)

{
  uint uVar1;
  int iVar2;
  int iVar3;
  mstudioanimdesc_t *this;
  mstudio_rle_anim_t *pmVar4;
  int iVar5;
  int iVar6;
  int local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  iVar2 = CStudioHdr::pSeqdesc(param_1,param_2);
  iVar6 = *(int *)(iVar2 + 0x44);
  iVar3 = 0;
  if (iVar6 < 1) {
    iVar3 = iVar6 + -1;
  }
  iVar5 = 0;
  if (*(int *)(iVar2 + 0x48) < 1) {
    iVar5 = (*(int *)(iVar2 + 0x48) + -1) * iVar6;
  }
  this = (mstudioanimdesc_t *)
         CStudioHdr::pAnimdesc
                   (param_1,(int)*(short *)(iVar2 + (iVar3 + iVar5) * 2 + *(int *)(iVar2 + 0x3c)));
  local_3c = param_3;
  iVar6 = *(int *)param_1 + param_4 * 0xd8 + *(int *)(*(int *)param_1 + 0xa0);
  uVar1 = *(uint *)(this + 0xc);
  if ((uVar1 & 0x40) == 0) {
    for (pmVar4 = (mstudio_rle_anim_t *)mstudioanimdesc_t::pAnim(this,&local_3c);
        pmVar4 != (mstudio_rle_anim_t *)0x0; pmVar4 = pmVar4 + *(short *)(pmVar4 + 2)) {
      if ((uint)(byte)*pmVar4 == param_4) {
        if (0.0 < *(float *)(iVar2 + param_4 * 4 + *(int *)(iVar2 + 0x9c))) {
          CalcBoneQuaternion(local_3c,0.0,(Quaternion *)(iVar6 + 0x2c),(RadianEuler *)(iVar6 + 0x3c)
                             ,(Vector *)(iVar6 + 0x54),*(int *)(iVar6 + 0xa0),
                             (Quaternion *)(iVar6 + 0x90),pmVar4,(Quaternion *)&local_2c);
          CalcBonePosition(local_3c,0.0,(Vector *)(iVar6 + 0x20),(Vector *)(iVar6 + 0x48),pmVar4,
                           (Vector *)&local_38);
          goto LAB_00b9a34c;
        }
        break;
      }
      if (*(short *)(pmVar4 + 2) == 0) break;
    }
    uVar1 = *(uint *)(this + 0xc);
  }
  if ((uVar1 & 4) == 0) {
    local_2c = *(undefined4 *)(iVar6 + 0x2c);
    local_38 = *(undefined4 *)(iVar6 + 0x20);
    local_34 = *(undefined4 *)(iVar6 + 0x24);
    local_28 = *(undefined4 *)(iVar6 + 0x30);
    local_30 = *(undefined4 *)(iVar6 + 0x28);
    local_24 = *(undefined4 *)(iVar6 + 0x34);
    local_20 = *(undefined4 *)(iVar6 + 0x38);
  }
  else {
    local_2c = 0;
    local_28 = 0;
    local_24 = 0;
    local_20 = 0x3f800000;
    local_38 = 0;
    local_34 = 0;
    local_30 = 0;
  }
LAB_00b9a34c:
  QuaternionMatrix((Quaternion *)&local_2c,(Vector *)&local_38,param_5);
  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.



        

        

          

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