L L4D2node

FourVectors::RotateManyBy

0x0027c9a0 · 250 bytes · __cdecl

_ZN11FourVectors12RotateManyByEPS_jRK11matrix3x4_tS0_

Decompiled

undefined (4 params)

/* FourVectors::RotateManyBy(FourVectors*, unsigned int, matrix3x4_t const&, FourVectors*) */

void FourVectors::RotateManyBy
               (FourVectors *param_1,uint param_2,matrix3x4_t *param_3,FourVectors *param_4)

{
  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;
  FourVectors *pFVar22;
  FourVectors *pFVar23;
  
  if (param_2 != 0) {
    fVar1 = *(float *)param_3;
    fVar2 = *(float *)(param_3 + 4);
    fVar3 = *(float *)(param_3 + 8);
    fVar4 = *(float *)(param_3 + 0x10);
    fVar5 = *(float *)(param_3 + 0x14);
    fVar6 = *(float *)(param_3 + 0x18);
    fVar7 = *(float *)(param_3 + 0x20);
    fVar8 = *(float *)(param_3 + 0x24);
    fVar9 = *(float *)(param_3 + 0x28);
    pFVar22 = param_1;
    if (param_1 < param_1 + param_2 * 0x30) {
      do {
        fVar10 = *(float *)pFVar22;
        fVar11 = *(float *)(pFVar22 + 4);
        fVar12 = *(float *)(pFVar22 + 8);
        fVar13 = *(float *)(pFVar22 + 0xc);
        pFVar23 = pFVar22 + 0x30;
        fVar14 = *(float *)(pFVar22 + 0x10);
        fVar15 = *(float *)(pFVar22 + 0x14);
        fVar16 = *(float *)(pFVar22 + 0x18);
        fVar17 = *(float *)(pFVar22 + 0x1c);
        fVar18 = *(float *)(pFVar22 + 0x20);
        fVar19 = *(float *)(pFVar22 + 0x24);
        fVar20 = *(float *)(pFVar22 + 0x28);
        fVar21 = *(float *)(pFVar22 + 0x2c);
        *(float *)param_4 = fVar3 * fVar18 + fVar10 * fVar1 + fVar2 * fVar14;
        *(float *)(param_4 + 4) = fVar3 * fVar19 + fVar11 * fVar1 + fVar2 * fVar15;
        *(float *)(param_4 + 8) = fVar3 * fVar20 + fVar12 * fVar1 + fVar2 * fVar16;
        *(float *)(param_4 + 0xc) = fVar3 * fVar21 + fVar13 * fVar1 + fVar2 * fVar17;
        *(float *)(param_4 + 0x10) = fVar6 * fVar18 + fVar4 * fVar10 + fVar5 * fVar14;
        *(float *)(param_4 + 0x14) = fVar6 * fVar19 + fVar4 * fVar11 + fVar5 * fVar15;
        *(float *)(param_4 + 0x18) = fVar6 * fVar20 + fVar4 * fVar12 + fVar5 * fVar16;
        *(float *)(param_4 + 0x1c) = fVar6 * fVar21 + fVar4 * fVar13 + fVar5 * fVar17;
        *(float *)(param_4 + 0x20) = fVar18 * fVar9 + fVar10 * fVar7 + fVar14 * fVar8;
        *(float *)(param_4 + 0x24) = fVar19 * fVar9 + fVar11 * fVar7 + fVar15 * fVar8;
        *(float *)(param_4 + 0x28) = fVar20 * fVar9 + fVar12 * fVar7 + fVar16 * fVar8;
        *(float *)(param_4 + 0x2c) = fVar21 * fVar9 + fVar13 * fVar7 + fVar17 * fVar8;
        pFVar22 = pFVar23;
        param_4 = param_4 + 0x30;
      } while (pFVar23 < param_1 + param_2 * 0x30);
      return;
    }
  }
  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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