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 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.