VectorITransform
0x00271ee0 · 149 bytes · __cdecl
_Z16VectorITransformPKfRK11matrix3x4_tPf
Decompiled
undefined (3 params)
/* VectorITransform(float const*, matrix3x4_t const&, float*) */
void VectorITransform(float *param_1,matrix3x4_t *param_2,float *param_3)
{
float fVar1;
float fVar2;
float fVar3;
fVar3 = *param_1 - *(float *)(param_2 + 0xc);
fVar1 = param_1[1] - *(float *)(param_2 + 0x1c);
fVar2 = param_1[2] - *(float *)(param_2 + 0x2c);
*param_3 = *(float *)(param_2 + 0x10) * fVar1 + *(float *)param_2 * fVar3 +
*(float *)(param_2 + 0x20) * fVar2;
param_3[1] = *(float *)(param_2 + 0x14) * fVar1 + *(float *)(param_2 + 4) * fVar3 +
*(float *)(param_2 + 0x24) * fVar2;
param_3[2] = fVar1 * *(float *)(param_2 + 0x18) + fVar3 * *(float *)(param_2 + 8) +
fVar2 * *(float *)(param_2 + 0x28);
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.