L L4D2node

Matrix3x4Offset

0x004a63f0 · 126 bytes · __regparm3

_ZL15Matrix3x4OffsetR11matrix3x4_tRKS_RK6Vector

Decompiled

undefined (3 params)

/* Matrix3x4Offset(matrix3x4_t&, matrix3x4_t const&, Vector const&) */

void __regparm3 Matrix3x4Offset(matrix3x4_t *param_1,matrix3x4_t *param_2,Vector *param_3)

{
  float local_28;
  float local_24;
  float local_20;
  
  MatrixCopy(param_2,param_1);
  MatrixGetColumn(param_2,3,(Vector *)&local_28);
  local_28 = local_28 + *(float *)param_3;
  local_24 = local_24 + *(float *)(param_3 + 4);
  local_20 = local_20 + *(float *)(param_3 + 8);
  MatrixSetColumn((Vector *)&local_28,3,param_1);
  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)