L L4D2node

VMatrix::GetScale

0x0027da80 · 189 bytes · __cdecl

_ZNK7VMatrix8GetScaleEv

Decompiled

undefined (0 params)

/* VMatrix::GetScale() const */

void VMatrix::GetScale(void)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float *in_stack_00000004;
  float *in_stack_00000008;
  
  fVar1 = in_stack_00000008[8];
  fVar2 = in_stack_00000008[5];
  fVar3 = in_stack_00000008[1];
  fVar4 = in_stack_00000008[4];
  fVar5 = *in_stack_00000008;
  fVar6 = in_stack_00000008[9];
  in_stack_00000004[2] =
       SQRT(in_stack_00000008[6] * in_stack_00000008[6] +
            in_stack_00000008[2] * in_stack_00000008[2] +
            in_stack_00000008[10] * in_stack_00000008[10]);
  *in_stack_00000004 = SQRT(fVar4 * fVar4 + fVar5 * fVar5 + fVar1 * fVar1);
  in_stack_00000004[1] = SQRT(fVar2 * fVar2 + fVar3 * fVar3 + fVar6 * fVar6);
  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)