L L4D2node

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 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)