L L4D2node

MatrixVectors

0x000a12b0 · 150 bytes · __cdecl

_Z13MatrixVectorsRK11matrix3x4_tP6VectorS3_S3_

Decompiled

undefined (4 params)

/* MatrixVectors(matrix3x4_t const&, Vector*, Vector*, Vector*) */

void MatrixVectors(matrix3x4_t *param_1,Vector *param_2,Vector *param_3,Vector *param_4)

{
  *(undefined4 *)param_2 = *(undefined4 *)param_1;
  *(undefined4 *)(param_2 + 4) = *(undefined4 *)(param_1 + 0x10);
  *(undefined4 *)(param_2 + 8) = *(undefined4 *)(param_1 + 0x20);
  *(undefined4 *)param_3 = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(param_3 + 4) = *(undefined4 *)(param_1 + 0x14);
  *(undefined4 *)(param_3 + 8) = *(undefined4 *)(param_1 + 0x24);
  *(undefined4 *)param_4 = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(param_4 + 4) = *(undefined4 *)(param_1 + 0x18);
  *(undefined4 *)(param_4 + 8) = *(undefined4 *)(param_1 + 0x28);
  *(uint *)param_3 = *(uint *)param_3 ^ 0x80000000;
  *(uint *)(param_3 + 4) = *(uint *)(param_3 + 4) ^ 0x80000000;
  *(uint *)(param_3 + 8) = *(uint *)(param_3 + 8) ^ 0x80000000;
  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)