L L4D2node

MatricesAreEqual

0x00272190 · 86 bytes · __cdecl

_Z16MatricesAreEqualRK11matrix3x4_tS1_f

Decompiled

undefined (3 params)

/* MatricesAreEqual(matrix3x4_t const&, matrix3x4_t const&, float) */

undefined4 MatricesAreEqual(matrix3x4_t *param_1,matrix3x4_t *param_2,float param_3)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  do {
    iVar1 = 0;
    do {
      if (param_3 < ABS(*(float *)(param_1 + iVar1 * 4 + iVar2) -
                        *(float *)(param_2 + iVar1 * 4 + iVar2))) {
        return 0;
      }
      iVar1 = iVar1 + 1;
    } while (iVar1 != 4);
    iVar2 = iVar2 + 0x10;
  } while (iVar2 != 0x30);
  return 1;
}

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)