L L4D2node

Vector4DMultiplyTranspose

0x0027f310 · 294 bytes · __cdecl

_Z25Vector4DMultiplyTransposeRK7VMatrixRK8Vector4DRS2_

Decompiled

undefined (3 params)

/* Vector4DMultiplyTranspose(VMatrix const&, Vector4D const&, Vector4D&) */

void Vector4DMultiplyTranspose(VMatrix *param_1,Vector4D *param_2,Vector4D *param_3)

{
  float local_14;
  float local_10;
  float local_c;
  float local_8;
  
  if (param_2 == param_3) {
    local_14 = *(float *)param_3;
    param_2 = (Vector4D *)&local_14;
    local_10 = *(float *)(param_3 + 4);
    local_c = *(float *)(param_3 + 8);
    local_8 = *(float *)(param_3 + 0xc);
  }
  else {
    local_14 = *(float *)param_2;
    local_10 = *(float *)(param_2 + 4);
    local_c = *(float *)(param_2 + 8);
    local_8 = *(float *)(param_2 + 0xc);
  }
  *(float *)param_3 =
       local_10 * *(float *)(param_1 + 0x10) + local_14 * *(float *)param_1 +
       local_c * *(float *)(param_1 + 0x20) + local_8 * *(float *)(param_1 + 0x30);
  *(float *)(param_3 + 4) =
       *(float *)(param_2 + 4) * *(float *)(param_1 + 0x14) +
       *(float *)param_2 * *(float *)(param_1 + 4) +
       *(float *)(param_2 + 8) * *(float *)(param_1 + 0x24) +
       *(float *)(param_2 + 0xc) * *(float *)(param_1 + 0x34);
  *(float *)(param_3 + 8) =
       *(float *)(param_2 + 4) * *(float *)(param_1 + 0x18) +
       *(float *)param_2 * *(float *)(param_1 + 8) +
       *(float *)(param_2 + 8) * *(float *)(param_1 + 0x28) +
       *(float *)(param_2 + 0xc) * *(float *)(param_1 + 0x38);
  *(float *)(param_3 + 0xc) =
       *(float *)(param_2 + 4) * *(float *)(param_1 + 0x1c) +
       *(float *)param_2 * *(float *)(param_1 + 0xc) +
       *(float *)(param_2 + 8) * *(float *)(param_1 + 0x2c) +
       *(float *)(param_2 + 0xc) * *(float *)(param_1 + 0x3c);
  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)