■BONE_ID
{ 1 Spine1 2 Head 3 R UpperArm 4 L UpperArm 5 R Hand 6 L Hand 7 R Thigh 8 L Thigh 9 R Foot 10 L Foot 11 L Calf 12 R Calf 13 R ForeArm 14 L ForeArm 15 Bip01 R Clavicle 16 Bip01 L Clavicle 17 Neck 18 Jaw }
■プレイヤーのボーン6を中心とした座標の取得
{$VERSION 3.1.0027} {$CLEO .cs} thread 'tbo'
:BONETEST wait 0 if 056D: actor $PLAYER_ACTOR defined jf @BONETEST 0AB1: call_scm_func @GET_BONE_OFFSET 5 actor $PLAYER_ACTOR bone 6 offset 2.0 0.0 0.0 store_to 0@ 1@ 2@ 04D5: create_corona_at 0@ 1@ 2@ radius 0.05 type 0 flare 0 RGB 255 255 255 0AB1: call_scm_func @GET_BONE_OFFSET 5 actor $PLAYER_ACTOR bone 6 offset 80.0 0.0 0.0 store_to 0@ 1@ 2@ 04D5: create_corona_at 0@ 1@ 2@ radius 10.05 type 0 flare 0 RGB 255 255 255 jump @BONETEST
:GET_BONE_OFFSET 0A96: 0@ = actor 0@ struct 0085: 5@ = 0@ // (int) 000A: 5@ += 0x18 0A8D: 5@ = read_memory 5@ size 4 virtual_protect 0 0AA7: call_function 0x734A40 num_params 1 pop 1 5@ 5@ // _clumpGetFirstSkinAtomicHAnimHierarchy 0012: 1@ *= 0x4 000A: 1@ += 0x488 005A: 1@ += 0@ // (int) 0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0 000A: 1@ += 0x14 0A8D: 1@ = read_memory 1@ size 4 virtual_protect 0 0A8D: 7@ = read_memory 0x7C51E0 size 4 virtual_protect 1 ///////////////version_check/////////////// 00D6: if 0039: 7@ == 0x0424548B then 0AA7: call_function 0x7C51E0 num_params 2 pop 2 1@ 5@ 1@ // _RpHAnimIDGetIndex 0AA7: call_function 0x7C5160 num_params 1 pop 1 5@ 5@ // _RpHAnimHierarchyGetMatrixArray 0012: 1@ *= 0x40 005A: 1@ += 5@ // (int) else 0AA7: call_function 0x7C51A0 num_params 2 pop 2 1@ 5@ 1@ // _RpHAnimIDGetIndex 0AA7: call_function 0x7C5120 num_params 1 pop 1 5@ 5@ // _RpHAnimHierarchyGetMatrixArray 0012: 1@ *= 0x40 005A: 1@ += 5@ // (int) end ///////////////version_check/////////////// 0A9F: 5@ = current_thread_pointer 000A: 5@ += 0x44 0AA5: call 0x54EEF0 num_params 4 pop 4 5@ 1@ 1 5@ // _transofrmPoints 0AB2: ret 3 2@ 3@ 4@