L L4D2node

ConcatTransforms_Aligned

0x00272a90 · 212 bytes · __cdecl

_Z24ConcatTransforms_AlignedRK11matrix3x4_tS1_RS_

Decompiled

undefined (3 params)

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

void ConcatTransforms_Aligned(matrix3x4_t *param_1,matrix3x4_t *param_2,matrix3x4_t *param_3)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  float fVar12;
  float fVar13;
  float fVar14;
  float fVar15;
  float fVar16;
  float fVar17;
  float fVar18;
  float fVar19;
  float fVar20;
  float fVar21;
  float fVar22;
  float fVar23;
  float fVar24;
  
  fVar1 = *(float *)(param_2 + 0x10);
  fVar2 = *(float *)(param_2 + 0x14);
  fVar3 = *(float *)(param_2 + 0x18);
  fVar4 = *(float *)(param_2 + 0x1c);
  fVar5 = *(float *)param_1;
  fVar6 = *(float *)(param_1 + 4);
  fVar7 = *(float *)(param_1 + 8);
  fVar8 = *(float *)(param_1 + 0xc);
  fVar21 = *(float *)(param_2 + 0x20);
  fVar22 = *(float *)(param_2 + 0x24);
  fVar23 = *(float *)(param_2 + 0x28);
  fVar24 = *(float *)(param_2 + 0x2c);
  fVar9 = *(float *)param_2;
  fVar10 = *(float *)(param_2 + 4);
  fVar11 = *(float *)(param_2 + 8);
  fVar12 = *(float *)(param_2 + 0xc);
  fVar13 = *(float *)(param_1 + 0x10);
  fVar14 = *(float *)(param_1 + 0x14);
  fVar15 = *(float *)(param_1 + 0x18);
  fVar16 = *(float *)(param_1 + 0x1c);
  fVar17 = *(float *)(param_1 + 0x20);
  fVar18 = *(float *)(param_1 + 0x24);
  fVar19 = *(float *)(param_1 + 0x28);
  fVar20 = *(float *)(param_1 + 0x2c);
  *(float *)param_3 = fVar5 * fVar9 + fVar6 * fVar1 + fVar7 * fVar21 + 0.0;
  *(float *)(param_3 + 4) = fVar5 * fVar10 + fVar6 * fVar2 + fVar7 * fVar22 + 0.0;
  *(float *)(param_3 + 8) = fVar5 * fVar11 + fVar6 * fVar3 + fVar7 * fVar23 + 0.0;
  *(float *)(param_3 + 0xc) = fVar5 * fVar12 + fVar6 * fVar4 + fVar7 * fVar24 + fVar8;
  *(float *)(param_3 + 0x10) = fVar13 * fVar9 + fVar14 * fVar1 + fVar15 * fVar21 + 0.0;
  *(float *)(param_3 + 0x14) = fVar13 * fVar10 + fVar14 * fVar2 + fVar15 * fVar22 + 0.0;
  *(float *)(param_3 + 0x18) = fVar13 * fVar11 + fVar14 * fVar3 + fVar15 * fVar23 + 0.0;
  *(float *)(param_3 + 0x1c) = fVar13 * fVar12 + fVar14 * fVar4 + fVar15 * fVar24 + fVar16;
  *(float *)(param_3 + 0x20) = fVar17 * fVar9 + fVar18 * fVar1 + fVar19 * fVar21 + 0.0;
  *(float *)(param_3 + 0x24) = fVar17 * fVar10 + fVar18 * fVar2 + fVar19 * fVar22 + 0.0;
  *(float *)(param_3 + 0x28) = fVar17 * fVar11 + fVar18 * fVar3 + fVar19 * fVar23 + 0.0;
  *(float *)(param_3 + 0x2c) = fVar17 * fVar12 + fVar18 * fVar4 + fVar19 * fVar24 + fVar20;
  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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