L L4D2node

AdjustTransformForScale

0x005e09b0 · 312 bytes · __cdecl

_Z23AdjustTransformForScaleR11matrix3x4_tRK6Vectorf

Decompiled

undefined (3 params)

/* AdjustTransformForScale(matrix3x4_t&, Vector const&, float) */

void AdjustTransformForScale(matrix3x4_t *param_1,Vector *param_2,float param_3)

{
  float local_28;
  float local_24;
  float local_20;
  
  if ((param_3 <= 1.0000001) && (0.9999999 <= param_3)) {
    return;
  }
  MatrixGetColumn(param_1,3,(Vector *)&local_28);
  local_24 = (local_24 - *(float *)(param_2 + 4)) * param_3 + *(float *)(param_2 + 4);
  local_20 = (local_20 - *(float *)(param_2 + 8)) * param_3 + *(float *)(param_2 + 8);
  local_28 = (local_28 - *(float *)param_2) * param_3 + *(float *)param_2;
  MatrixSetColumn((Vector *)&local_28,3,param_1);
  *(float *)param_1 = *(float *)param_1 * param_3;
  *(float *)(param_1 + 4) = *(float *)(param_1 + 4) * param_3;
  *(float *)(param_1 + 8) = *(float *)(param_1 + 8) * param_3;
  *(float *)(param_1 + 0x10) = *(float *)(param_1 + 0x10) * param_3;
  *(float *)(param_1 + 0x14) = *(float *)(param_1 + 0x14) * param_3;
  *(float *)(param_1 + 0x18) = *(float *)(param_1 + 0x18) * param_3;
  *(float *)(param_1 + 0x20) = *(float *)(param_1 + 0x20) * param_3;
  *(float *)(param_1 + 0x24) = *(float *)(param_1 + 0x24) * param_3;
  *(float *)(param_1 + 0x28) = param_3 * *(float *)(param_1 + 0x28);
  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)