L L4D2node

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 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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)