VMatrix::Scale
0x0027db40 · 293 bytes · __cdecl
_ZN7VMatrix5ScaleERK6Vector
Decompiled
undefined (1 param)
/* VMatrix::Scale(Vector const&) */
void VMatrix::Scale(Vector *param_1)
{
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 *in_stack_00000008;
float *in_stack_0000000c;
fVar1 = in_stack_00000008[8];
fVar2 = *in_stack_0000000c;
fVar15 = in_stack_0000000c[1];
fVar3 = in_stack_0000000c[2];
fVar4 = in_stack_00000008[0xb];
fVar5 = in_stack_00000008[0xc];
fVar6 = in_stack_00000008[0xe];
fVar7 = in_stack_00000008[7];
fVar8 = in_stack_00000008[10];
fVar9 = in_stack_00000008[6];
fVar10 = in_stack_00000008[0xd];
fVar11 = in_stack_00000008[9];
fVar12 = in_stack_00000008[5];
*(float *)(param_1 + 8) = fVar3 * in_stack_00000008[2];
fVar13 = in_stack_00000008[4];
fVar14 = in_stack_00000008[3];
*(float *)param_1 = fVar2 * *in_stack_00000008;
*(float *)(param_1 + 4) = fVar15 * in_stack_00000008[1];
*(float *)(param_1 + 0xc) = fVar14;
*(float *)(param_1 + 0x28) = fVar8 * fVar3;
*(float *)(param_1 + 0x18) = fVar9 * fVar3;
*(float *)(param_1 + 0x10) = fVar13 * fVar2;
*(float *)(param_1 + 0x14) = fVar15 * fVar12;
*(float *)(param_1 + 0x1c) = fVar7;
*(float *)(param_1 + 0x20) = fVar1 * fVar2;
*(float *)(param_1 + 0x24) = fVar15 * fVar11;
*(float *)(param_1 + 0x2c) = fVar4;
*(float *)(param_1 + 0x30) = fVar5 * fVar2;
*(float *)(param_1 + 0x34) = fVar15 * fVar10;
*(float *)(param_1 + 0x38) = fVar6 * fVar3;
*(undefined4 *)(param_1 + 0x3c) = 0x3f800000;
return;
}
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.