L L4D2node

MatrixInvert

0x002721f0 · 344 bytes · __cdecl

_Z12MatrixInvertRK11matrix3x4_tRS_

Decompiled

undefined (2 params)

/* MatrixInvert(matrix3x4_t const&, matrix3x4_t&) */

void MatrixInvert(matrix3x4_t *param_1,matrix3x4_t *param_2)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  float local_10;
  
  if (param_1 == param_2) {
    fVar8 = *(float *)(param_1 + 0x20);
    fVar7 = *(float *)(param_1 + 0x24);
    fVar3 = *(float *)(param_1 + 4);
    fVar2 = *(float *)(param_1 + 0x10);
    fVar10 = *(float *)(param_1 + 8);
    *(float *)(param_1 + 8) = fVar8;
    fVar11 = *(float *)(param_1 + 0x18);
    *(float *)(param_1 + 0x18) = fVar7;
    fVar9 = *(float *)(param_1 + 0x14);
    *(float *)(param_1 + 4) = fVar2;
    local_10 = *(float *)(param_1 + 0x28);
    *(float *)(param_1 + 0x10) = fVar3;
    *(float *)(param_1 + 0x20) = fVar10;
    fVar1 = *(float *)param_1;
    *(float *)(param_1 + 0x24) = fVar11;
  }
  else {
    fVar1 = *(float *)param_1;
    *(float *)param_2 = fVar1;
    fVar2 = *(float *)(param_1 + 0x10);
    *(float *)(param_2 + 4) = fVar2;
    fVar8 = *(float *)(param_1 + 0x20);
    *(float *)(param_2 + 8) = fVar8;
    fVar3 = *(float *)(param_1 + 4);
    *(float *)(param_2 + 0x10) = fVar3;
    fVar9 = *(float *)(param_1 + 0x14);
    *(float *)(param_2 + 0x14) = fVar9;
    fVar7 = *(float *)(param_1 + 0x24);
    *(float *)(param_2 + 0x18) = fVar7;
    fVar10 = *(float *)(param_1 + 8);
    *(float *)(param_2 + 0x20) = fVar10;
    fVar11 = *(float *)(param_1 + 0x18);
    *(float *)(param_2 + 0x24) = fVar11;
    local_10 = *(float *)(param_1 + 0x28);
    *(float *)(param_2 + 0x28) = local_10;
  }
  fVar4 = *(float *)(param_1 + 0xc);
  fVar5 = *(float *)(param_1 + 0x1c);
  fVar6 = *(float *)(param_1 + 0x2c);
  *(float *)(param_2 + 0xc) = -(fVar2 * fVar5 + fVar1 * fVar4 + fVar8 * fVar6);
  *(float *)(param_2 + 0x1c) = -(fVar9 * fVar5 + fVar3 * fVar4 + fVar7 * fVar6);
  *(float *)(param_2 + 0x2c) = -(fVar5 * fVar11 + fVar4 * fVar10 + fVar6 * local_10);
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)