MatrixInvert
0x00bbbc10 · 344 bytes · __cdecl
_Z12MatrixInvertRK11matrix3x4_tRS_
Decompiled
undefined (2 params)
/* MatrixInvert(matrix3x4_t const&, matrix3x4_t&) */
void MatrixInvert(matrix3x4_t *param_1,matrix3x4_t *param_2)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
float fVar11;
float local_10;
if (param_1 == param_2) {
fVar8 = *(float *)(param_1 + 0x20);
fVar7 = *(float *)(param_1 + 0x24);
fVar3 = *(float *)(param_1 + 4);
fVar2 = *(float *)(param_1 + 0x10);
fVar10 = *(float *)(param_1 + 8);
*(float *)(param_1 + 8) = fVar8;
fVar11 = *(float *)(param_1 + 0x18);
*(float *)(param_1 + 0x18) = fVar7;
fVar9 = *(float *)(param_1 + 0x14);
*(float *)(param_1 + 4) = fVar2;
local_10 = *(float *)(param_1 + 0x28);
*(float *)(param_1 + 0x10) = fVar3;
*(float *)(param_1 + 0x20) = fVar10;
fVar1 = *(float *)param_1;
*(float *)(param_1 + 0x24) = fVar11;
}
else {
fVar1 = *(float *)param_1;
*(float *)param_2 = fVar1;
fVar2 = *(float *)(param_1 + 0x10);
*(float *)(param_2 + 4) = fVar2;
fVar8 = *(float *)(param_1 + 0x20);
*(float *)(param_2 + 8) = fVar8;
fVar3 = *(float *)(param_1 + 4);
*(float *)(param_2 + 0x10) = fVar3;
fVar9 = *(float *)(param_1 + 0x14);
*(float *)(param_2 + 0x14) = fVar9;
fVar7 = *(float *)(param_1 + 0x24);
*(float *)(param_2 + 0x18) = fVar7;
fVar10 = *(float *)(param_1 + 8);
*(float *)(param_2 + 0x20) = fVar10;
fVar11 = *(float *)(param_1 + 0x18);
*(float *)(param_2 + 0x24) = fVar11;
local_10 = *(float *)(param_1 + 0x28);
*(float *)(param_2 + 0x28) = local_10;
}
fVar4 = *(float *)(param_1 + 0xc);
fVar5 = *(float *)(param_1 + 0x1c);
fVar6 = *(float *)(param_1 + 0x2c);
*(float *)(param_2 + 0xc) = -(fVar2 * fVar5 + fVar1 * fVar4 + fVar8 * fVar6);
*(float *)(param_2 + 0x1c) = -(fVar9 * fVar5 + fVar3 * fVar4 + fVar7 * fVar6);
*(float *)(param_2 + 0x2c) = -(fVar5 * fVar11 + fVar4 * fVar10 + fVar6 * local_10);
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.