L L4D2node

MatrixTransformPlane

0x0027f4e0 · 127 bytes · __cdecl

_Z20MatrixTransformPlaneRK7VMatrixRK8cplane_tRS2_

Decompiled

undefined (3 params)

/* MatrixTransformPlane(VMatrix const&, cplane_t const&, cplane_t&) */

void MatrixTransformPlane(VMatrix *param_1,cplane_t *param_2,cplane_t *param_3)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  
  Vector3DMultiply(param_1,(Vector *)param_2,(Vector *)param_3);
  fVar1 = *(float *)param_3;
  fVar2 = *(float *)(param_3 + 4);
  fVar3 = *(float *)(param_3 + 8);
  fVar4 = (fVar2 * fVar2 + fVar1 * fVar1 + fVar3 * fVar3) * *(float *)(param_2 + 0xc);
  *(float *)(param_3 + 0xc) = fVar4;
  *(float *)(param_3 + 0xc) =
       fVar2 * *(float *)(param_1 + 0x1c) + fVar1 * *(float *)(param_1 + 0xc) +
       fVar3 * *(float *)(param_1 + 0x2c) + 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)