L L4D2node

VectorMatrix

0x00bbc060 · 148 bytes · __cdecl

_Z12VectorMatrixRK6VectorR11matrix3x4_t

Decompiled

undefined (2 params)

/* VectorMatrix(Vector const&, matrix3x4_t&) */

void VectorMatrix(Vector *param_1,matrix3x4_t *param_2)

{
  uint local_24;
  uint local_20;
  uint local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  VectorVectors(param_1,(Vector *)&local_24,(Vector *)&local_18);
  *(undefined4 *)param_2 = *(undefined4 *)param_1;
  *(undefined4 *)(param_2 + 0x10) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(param_2 + 0x20) = *(undefined4 *)(param_1 + 8);
  *(uint *)(param_2 + 4) = local_24 ^ 0x80000000;
  *(uint *)(param_2 + 0x14) = local_20 ^ 0x80000000;
  *(undefined4 *)(param_2 + 8) = local_18;
  *(uint *)(param_2 + 0x24) = local_1c ^ 0x80000000;
  *(undefined4 *)(param_2 + 0x18) = local_14;
  *(undefined4 *)(param_2 + 0x28) = local_10;
  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)