L L4D2node

VMatrix::MatrixMul

0x0027d000 · 1201 bytes · __thiscall

_ZNK7VMatrix9MatrixMulERKS_RS_

Decompiled

undefined (3 params)

/* VMatrix::MatrixMul(VMatrix const&, VMatrix&) const */

void __thiscall VMatrix::MatrixMul(VMatrix *this,VMatrix *param_1,VMatrix *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 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;
  float fVar25;
  float fVar26;
  float fVar27;
  float fVar28;
  float fVar29;
  float fVar30;
  float fVar31;
  float fVar32;
  
  fVar1 = *(float *)(this + 0x30);
  fVar2 = *(float *)(this + 0x34);
  fVar3 = *(float *)(param_1 + 0x2c);
  fVar4 = *(float *)(param_1 + 0x3c);
  fVar5 = *(float *)(param_1 + 0xc);
  fVar6 = *(float *)(param_1 + 0x1c);
  fVar7 = *(float *)(this + 0x3c);
  fVar8 = *(float *)(param_1 + 0x28);
  fVar9 = *(float *)(param_1 + 0x38);
  fVar10 = *(float *)(this + 0x38);
  fVar11 = *(float *)(param_1 + 8);
  fVar12 = *(float *)(param_1 + 0x18);
  fVar13 = *(float *)(param_1 + 4);
  fVar14 = *(float *)(param_1 + 0x14);
  fVar15 = *(float *)(param_1 + 0x24);
  fVar16 = *(float *)(param_1 + 0x30);
  fVar17 = *(float *)(param_1 + 0x34);
  fVar18 = *(float *)param_1;
  fVar19 = *(float *)(this + 0x2c);
  fVar20 = *(float *)(this + 0x24);
  fVar21 = *(float *)(this + 0x18);
  fVar22 = *(float *)(param_1 + 0x10);
  fVar23 = *(float *)(this + 4);
  fVar24 = *(float *)this;
  fVar25 = *(float *)(param_1 + 0x20);
  fVar26 = *(float *)(this + 0x20);
  fVar27 = *(float *)(this + 0x1c);
  fVar28 = *(float *)(this + 8);
  fVar29 = *(float *)(this + 0xc);
  fVar30 = *(float *)(this + 0x28);
  fVar31 = *(float *)(this + 0x10);
  fVar32 = *(float *)(this + 0x14);
  *(float *)param_2 = fVar22 * fVar23 + fVar18 * fVar24 + fVar25 * fVar28 + fVar16 * fVar29;
  *(float *)(param_2 + 4) = fVar14 * fVar23 + fVar13 * fVar24 + fVar15 * fVar28 + fVar17 * fVar29;
  *(float *)(param_2 + 8) = fVar12 * fVar23 + fVar11 * fVar24 + fVar8 * fVar28 + fVar9 * fVar29;
  *(float *)(param_2 + 0xc) = fVar23 * fVar6 + fVar24 * fVar5 + fVar28 * fVar3 + fVar29 * fVar4;
  *(float *)(param_2 + 0x10) = fVar22 * fVar32 + fVar18 * fVar31 + fVar25 * fVar21 + fVar16 * fVar27
  ;
  *(float *)(param_2 + 0x14) = fVar14 * fVar32 + fVar13 * fVar31 + fVar15 * fVar21 + fVar17 * fVar27
  ;
  *(float *)(param_2 + 0x18) = fVar12 * fVar32 + fVar11 * fVar31 + fVar8 * fVar21 + fVar9 * fVar27;
  *(float *)(param_2 + 0x1c) = fVar32 * fVar6 + fVar31 * fVar5 + fVar21 * fVar3 + fVar4 * fVar27;
  *(float *)(param_2 + 0x20) = fVar22 * fVar20 + fVar26 * fVar18 + fVar25 * fVar30 + fVar16 * fVar19
  ;
  *(float *)(param_2 + 0x24) = fVar14 * fVar20 + fVar13 * fVar26 + fVar15 * fVar30 + fVar17 * fVar19
  ;
  *(float *)(param_2 + 0x28) = fVar20 * fVar12 + fVar26 * fVar11 + fVar8 * fVar30 + fVar9 * fVar19;
  *(float *)(param_2 + 0x2c) = fVar6 * fVar20 + fVar5 * fVar26 + fVar3 * fVar30 + fVar4 * fVar19;
  *(float *)(param_2 + 0x30) = fVar22 * fVar2 + fVar18 * fVar1 + fVar25 * fVar10 + fVar16 * fVar7;
  *(float *)(param_2 + 0x34) = fVar14 * fVar2 + fVar13 * fVar1 + fVar15 * fVar10 + fVar17 * fVar7;
  *(float *)(param_2 + 0x38) = fVar12 * fVar2 + fVar11 * fVar1 + fVar8 * fVar10 + fVar9 * fVar7;
  *(float *)(param_2 + 0x3c) = fVar6 * fVar2 + fVar5 * fVar1 + fVar3 * fVar10 + fVar4 * fVar7;
  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)