MatrixInverseGeneral
0x0027d750 · 477 bytes · __cdecl
_Z20MatrixInverseGeneralRK7VMatrixRS_
Decompiled
undefined (2 params)
/* MatrixInverseGeneral(VMatrix const&, VMatrix&) */
undefined4 MatrixInverseGeneral(VMatrix *param_1,VMatrix *param_2)
{
float fVar1;
float fVar2;
int iVar3;
int iVar4;
float *pfVar5;
float fVar6;
int iVar7;
float *pfVar8;
float local_a0 [4];
float local_90 [4];
float local_80 [28];
fVar6 = 0.0;
pfVar5 = local_90;
pfVar8 = local_90;
do {
iVar3 = 0;
do {
pfVar5[iVar3] = *(float *)(param_1 + iVar3 * 4);
iVar3 = iVar3 + 1;
} while (iVar3 != 4);
local_a0[(int)fVar6] = fVar6;
fVar6 = (float)((int)fVar6 + 1);
pfVar5[4] = 0.0;
param_1 = param_1 + 0x10;
pfVar5[5] = 0.0;
pfVar5[6] = 0.0;
pfVar5[7] = 0.0;
pfVar8[4] = 1.0;
pfVar5 = pfVar5 + 8;
pfVar8 = pfVar8 + 9;
} while (fVar6 != 5.60519e-45);
iVar3 = 0;
do {
iVar7 = -1;
fVar6 = 0.001;
iVar4 = iVar3;
do {
if (fVar6 < ABS(local_80[iVar3 + (int)local_a0[iVar4] * 8 + -4])) {
iVar7 = iVar4;
fVar6 = ABS(local_80[iVar3 + (int)local_a0[iVar4] * 8 + -4]);
}
iVar4 = iVar4 + 1;
} while (iVar4 != 4);
if (iVar7 == -1) {
return 0;
}
fVar1 = local_a0[iVar7];
local_a0[iVar7] = local_a0[iVar3];
local_a0[iVar3] = fVar1;
iVar4 = 0;
fVar6 = local_90[(int)fVar1 * 8 + iVar3];
do {
local_90[(int)fVar1 * 8 + iVar4] = local_90[(int)fVar1 * 8 + iVar4] * (1.0 / fVar6);
iVar4 = iVar4 + 1;
} while (iVar4 != 8);
local_90[(int)fVar1 * 8 + iVar3] = 1.0;
iVar4 = 0;
do {
if (iVar3 != iVar4) {
fVar2 = local_a0[iVar4];
iVar7 = 0;
fVar6 = local_90[(int)fVar2 * 8 + iVar3];
do {
local_90[(int)fVar2 * 8 + iVar7] =
local_90[(int)fVar1 * 8 + iVar7] * -fVar6 + local_90[(int)fVar2 * 8 + iVar7];
iVar7 = iVar7 + 1;
} while (iVar7 != 8);
local_90[(int)fVar2 * 8 + iVar3] = 0.0;
}
iVar4 = iVar4 + 1;
} while (iVar4 != 4);
iVar3 = iVar3 + 1;
} while (iVar3 != 4);
pfVar5 = local_a0;
do {
fVar6 = *pfVar5;
iVar3 = 0;
do {
*(float *)(param_2 + iVar3 * 4) = local_80[(int)fVar6 * 8 + iVar3];
iVar3 = iVar3 + 1;
} while (iVar3 != 4);
pfVar5 = pfVar5 + 1;
param_2 = param_2 + 0x10;
} while (pfVar5 != local_90);
return 1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.