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 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.