L L4D2node

CRestore::ReadVMatrix

0x004a9f20 · 147 bytes · __thiscall

_ZN8CRestore11ReadVMatrixEP7VMatrixii

Decompiled

undefined (4 params)

/* CRestore::ReadVMatrix(VMatrix*, int, int) */

uint __thiscall CRestore::ReadVMatrix(CRestore *this,VMatrix *param_1,int param_2,int param_3)

{
  int iVar1;
  
  iVar1 = param_2 * 0x40;
  if (param_3 == 0) {
    BufferReadBytes(this,(char *)param_1,iVar1);
    if (-1 < iVar1) {
      return param_2 & 0x3ffffff;
    }
  }
  else {
    if (param_3 <= iVar1) {
      BufferReadBytes(this,(char *)param_1,param_3);
      return (uint)param_3 >> 6;
    }
    BufferReadBytes(this,(char *)param_1,iVar1);
  }
  BufferReadBytes(this,(char *)0x0,param_3 + param_2 * -0x40);
  return param_2 & 0x3ffffff;
}

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)