L L4D2node

VectorITransform

0x00bbb900 · 149 bytes · __cdecl

_Z16VectorITransformPKfRK11matrix3x4_tPf

Decompiled

undefined (3 params)

/* VectorITransform(float const*, matrix3x4_t const&, float*) */

void VectorITransform(float *param_1,matrix3x4_t *param_2,float *param_3)

{
  float fVar1;
  float fVar2;
  float fVar3;
  
  fVar3 = *param_1 - *(float *)(param_2 + 0xc);
  fVar1 = param_1[1] - *(float *)(param_2 + 0x1c);
  fVar2 = param_1[2] - *(float *)(param_2 + 0x2c);
  *param_3 = *(float *)(param_2 + 0x10) * fVar1 + *(float *)param_2 * fVar3 +
             *(float *)(param_2 + 0x20) * fVar2;
  param_3[1] = *(float *)(param_2 + 0x14) * fVar1 + *(float *)(param_2 + 4) * fVar3 +
               *(float *)(param_2 + 0x24) * fVar2;
  param_3[2] = fVar1 * *(float *)(param_2 + 0x18) + fVar3 * *(float *)(param_2 + 8) +
               fVar2 * *(float *)(param_2 + 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)