Vector4DMultiplyPosition
0x0027ee30 · 216 bytes · __cdecl
_Z24Vector4DMultiplyPositionRK7VMatrixRK6VectorR8Vector4D
Decompiled
undefined (3 params)
/* Vector4DMultiplyPosition(VMatrix const&, Vector const&, Vector4D&) */
void Vector4DMultiplyPosition(VMatrix *param_1,Vector *param_2,Vector4D *param_3)
{
float fVar1;
float fVar2;
float fVar3;
if (param_3 == (Vector4D *)param_2) {
fVar2 = 0.0;
fVar3 = 0.0;
fVar1 = 0.0;
}
else {
fVar1 = *(float *)param_2;
fVar3 = *(float *)(param_2 + 4);
fVar2 = *(float *)(param_2 + 8);
}
*(float *)param_3 =
*(float *)param_1 * fVar1 + *(float *)(param_1 + 4) * fVar3 + *(float *)(param_1 + 0xc) +
*(float *)(param_1 + 8) * fVar2;
*(float *)(param_3 + 4) =
*(float *)(param_1 + 0x10) * fVar1 + *(float *)(param_1 + 0x14) * fVar3 +
*(float *)(param_1 + 0x1c) + *(float *)(param_1 + 0x18) * fVar2;
*(float *)(param_3 + 8) =
*(float *)(param_1 + 0x20) * fVar1 + *(float *)(param_1 + 0x24) * fVar3 +
*(float *)(param_1 + 0x2c) + *(float *)(param_1 + 0x28) * fVar2;
*(float *)(param_3 + 0xc) =
fVar1 * *(float *)(param_1 + 0x30) + fVar3 * *(float *)(param_1 + 0x34) +
*(float *)(param_1 + 0x3c) + fVar2 * *(float *)(param_1 + 0x38);
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.