CSave::WriteVMatrixWorldspace
0x004a8000 · 192 bytes · __thiscall
_ZN5CSave22WriteVMatrixWorldspaceEPK7VMatrixi
Decompiled
undefined (3 params)
/* CSave::WriteVMatrixWorldspace(VMatrix const*, int) */
void __thiscall CSave::WriteVMatrixWorldspace(CSave *this,VMatrix *param_1,int param_2)
{
float fVar1;
float fVar2;
float fVar3;
float *pfVar4;
int iVar5;
VMatrix local_5c [12];
float local_50;
float local_40;
float local_30;
iVar5 = 0;
if (0 < param_2) {
do {
pfVar4 = (float *)(*(int *)(this + 0x1c) + 0x51c);
if (*(int *)(*(int *)(this + 0x1c) + 0x504) == 0) {
pfVar4 = (float *)&vec3_origin;
}
iVar5 = iVar5 + 1;
fVar1 = *pfVar4;
fVar2 = pfVar4[1];
fVar3 = pfVar4[2];
VMatrix::operator=(local_5c,param_1);
local_50 = local_50 - fVar1;
local_40 = local_40 - fVar2;
local_30 = local_30 - fVar3;
BufferData(this,(char *)local_5c,0x40);
param_1 = param_1 + 0x40;
} while (iVar5 != param_2);
}
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.