MatrixCopy
0x0027e7f0 · 109 bytes · __cdecl
_Z10MatrixCopyRK7VMatrixRS_
Decompiled
undefined (2 params)
/* MatrixCopy(VMatrix const&, VMatrix&) */
void MatrixCopy(VMatrix *param_1,VMatrix *param_2)
{
if (param_1 != param_2) {
*(undefined4 *)param_2 = *(undefined4 *)param_1;
*(undefined4 *)(param_2 + 4) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(param_2 + 8) = *(undefined4 *)(param_1 + 8);
*(undefined4 *)(param_2 + 0xc) = *(undefined4 *)(param_1 + 0xc);
*(undefined4 *)(param_2 + 0x10) = *(undefined4 *)(param_1 + 0x10);
*(undefined4 *)(param_2 + 0x14) = *(undefined4 *)(param_1 + 0x14);
*(undefined4 *)(param_2 + 0x18) = *(undefined4 *)(param_1 + 0x18);
*(undefined4 *)(param_2 + 0x1c) = *(undefined4 *)(param_1 + 0x1c);
*(undefined4 *)(param_2 + 0x20) = *(undefined4 *)(param_1 + 0x20);
*(undefined4 *)(param_2 + 0x24) = *(undefined4 *)(param_1 + 0x24);
*(undefined4 *)(param_2 + 0x28) = *(undefined4 *)(param_1 + 0x28);
*(undefined4 *)(param_2 + 0x2c) = *(undefined4 *)(param_1 + 0x2c);
*(undefined4 *)(param_2 + 0x30) = *(undefined4 *)(param_1 + 0x30);
*(undefined4 *)(param_2 + 0x34) = *(undefined4 *)(param_1 + 0x34);
*(undefined4 *)(param_2 + 0x38) = *(undefined4 *)(param_1 + 0x38);
*(undefined4 *)(param_2 + 0x3c) = *(undefined4 *)(param_1 + 0x3c);
}
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.