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 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.