MatrixTranspose
0x000a27d0 · 68 bytes · __cdecl
_Z15MatrixTransposeR11matrix3x4_t
Decompiled
undefined (1 param)
/* MatrixTranspose(matrix3x4_t&) */
void MatrixTranspose(matrix3x4_t *param_1)
{
undefined4 uVar1;
uVar1 = *(undefined4 *)(param_1 + 0x10);
*(undefined4 *)(param_1 + 0x10) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(param_1 + 4) = uVar1;
uVar1 = *(undefined4 *)(param_1 + 0x20);
*(undefined4 *)(param_1 + 0x20) = *(undefined4 *)(param_1 + 8);
*(undefined4 *)(param_1 + 8) = uVar1;
uVar1 = *(undefined4 *)(param_1 + 0x24);
*(undefined4 *)(param_1 + 0x24) = *(undefined4 *)(param_1 + 0x18);
*(undefined4 *)(param_1 + 0x18) = uVar1;
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.