L L4D2node

MatrixInverseTR

0x0027efb0 · 231 bytes · __cdecl

_Z15MatrixInverseTRRK7VMatrixRS_

Decompiled

undefined (2 params)

/* MatrixInverseTR(VMatrix const&, VMatrix&) */

void MatrixInverseTR(VMatrix *param_1,VMatrix *param_2)

{
  uint local_20;
  uint local_1c;
  uint local_18;
  undefined4 local_14;
  undefined4 local_10;
  undefined4 local_c;
  
  *(undefined4 *)param_2 = *(undefined4 *)param_1;
  *(undefined4 *)(param_2 + 4) = *(undefined4 *)(param_1 + 0x10);
  *(undefined4 *)(param_2 + 8) = *(undefined4 *)(param_1 + 0x20);
  *(undefined4 *)(param_2 + 0x10) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(param_2 + 0x14) = *(undefined4 *)(param_1 + 0x14);
  *(undefined4 *)(param_2 + 0x18) = *(undefined4 *)(param_1 + 0x24);
  *(undefined4 *)(param_2 + 0x20) = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(param_2 + 0x24) = *(undefined4 *)(param_1 + 0x18);
  *(undefined4 *)(param_2 + 0x28) = *(undefined4 *)(param_1 + 0x28);
  local_18 = *(uint *)(param_1 + 0x2c) ^ 0x80000000;
  local_1c = *(uint *)(param_1 + 0x1c) ^ 0x80000000;
  local_20 = *(uint *)(param_1 + 0xc) ^ 0x80000000;
  Vector3DMultiply(param_2,(Vector *)&local_20,(Vector *)&local_14);
  *(undefined4 *)(param_2 + 0x3c) = 0x3f800000;
  *(undefined4 *)(param_2 + 0xc) = local_14;
  *(undefined4 *)(param_2 + 0x1c) = local_10;
  *(undefined4 *)(param_2 + 0x2c) = local_c;
  *(undefined4 *)(param_2 + 0x38) = 0;
  *(undefined4 *)(param_2 + 0x34) = 0;
  *(undefined4 *)(param_2 + 0x30) = 0;
  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)