CSave::WriteMatrix3x4Worldspace
0x004a80c0 · 151 bytes · __thiscall
_ZN5CSave24WriteMatrix3x4WorldspaceEPK11matrix3x4_ti
Decompiled
undefined (3 params)
/* CSave::WriteMatrix3x4Worldspace(matrix3x4_t const*, int) */
void __thiscall CSave::WriteMatrix3x4Worldspace(CSave *this,matrix3x4_t *param_1,int param_2)
{
uint *puVar1;
int iVar2;
matrix3x4_t *pmVar3;
uint local_58;
uint local_54;
uint local_50;
matrix3x4_t local_4c [60];
puVar1 = &vec3_origin;
if (*(int *)(*(int *)(this + 0x1c) + 0x504) != 0) {
puVar1 = (uint *)(*(int *)(this + 0x1c) + 0x51c);
}
local_58 = *puVar1 ^ 0x80000000;
local_54 = puVar1[1] ^ 0x80000000;
local_50 = puVar1[2] ^ 0x80000000;
if (0 < param_2) {
iVar2 = 0;
pmVar3 = param_1;
do {
iVar2 = iVar2 + 1;
Matrix3x4Offset(local_4c,pmVar3,(Vector *)&local_58);
BufferData(this,(char *)param_1,0x30);
pmVar3 = pmVar3 + 0x30;
} while (iVar2 != 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.