L L4D2node

Vector3DMultiplyProjective

0x0027f1f0 · 278 bytes · __cdecl

_Z26Vector3DMultiplyProjectiveRK7VMatrixRK6VectorRS2_

Decompiled

undefined (3 params)

/* Vector3DMultiplyProjective(VMatrix const&, Vector const&, Vector&) */

void Vector3DMultiplyProjective(VMatrix *param_1,Vector *param_2,Vector *param_3)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  
  if (param_2 == param_3) {
    fVar6 = 0.0;
    fVar5 = 0.0;
    fVar4 = 0.0;
  }
  else {
    fVar4 = *(float *)param_2;
    fVar5 = *(float *)(param_2 + 4);
    fVar6 = *(float *)(param_2 + 8);
  }
  fVar3 = *(float *)(param_1 + 4) * fVar5 + *(float *)param_1 * fVar4 +
          *(float *)(param_1 + 8) * fVar6;
  *(float *)param_3 = fVar3;
  fVar2 = *(float *)(param_1 + 0x14) * fVar5 + *(float *)(param_1 + 0x10) * fVar4 +
          *(float *)(param_1 + 0x18) * fVar6;
  *(float *)(param_3 + 4) = fVar2;
  fVar1 = *(float *)(param_1 + 0x24) * fVar5 + *(float *)(param_1 + 0x20) * fVar4 +
          *(float *)(param_1 + 0x28) * fVar6;
  *(float *)(param_3 + 8) = fVar1;
  fVar4 = fVar5 * *(float *)(param_1 + 0x34) + fVar4 * *(float *)(param_1 + 0x30) +
          fVar6 * *(float *)(param_1 + 0x38);
  if (fVar4 == 0.0) {
    *(undefined4 *)param_3 = vec3_origin;
    *(undefined4 *)(param_3 + 4) = DAT_004024cc;
    *(undefined4 *)(param_3 + 8) = DAT_004024d0;
    return;
  }
  fVar4 = 1.0 / fVar4;
  *(float *)param_3 = fVar3 * fVar4;
  *(float *)(param_3 + 4) = fVar2 * fVar4;
  *(float *)(param_3 + 8) = fVar1 * fVar4;
  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)