L L4D2node

MatrixInverseGeneral

0x00bc6650 · 477 bytes · __cdecl

_Z20MatrixInverseGeneralRK7VMatrixRS_

Decompiled

undefined (2 params)

/* MatrixInverseGeneral(VMatrix const&, VMatrix&) */

undefined4 MatrixInverseGeneral(VMatrix *param_1,VMatrix *param_2)

{
  float fVar1;
  float fVar2;
  int iVar3;
  int iVar4;
  float *pfVar5;
  float fVar6;
  int iVar7;
  float *pfVar8;
  float local_a0 [4];
  float local_90 [4];
  float local_80 [28];
  
  fVar6 = 0.0;
  pfVar5 = local_90;
  pfVar8 = local_90;
  do {
    iVar3 = 0;
    do {
      pfVar5[iVar3] = *(float *)(param_1 + iVar3 * 4);
      iVar3 = iVar3 + 1;
    } while (iVar3 != 4);
    local_a0[(int)fVar6] = fVar6;
    fVar6 = (float)((int)fVar6 + 1);
    pfVar5[4] = 0.0;
    param_1 = param_1 + 0x10;
    pfVar5[5] = 0.0;
    pfVar5[6] = 0.0;
    pfVar5[7] = 0.0;
    pfVar8[4] = 1.0;
    pfVar5 = pfVar5 + 8;
    pfVar8 = pfVar8 + 9;
  } while (fVar6 != 5.60519e-45);
  iVar3 = 0;
  do {
    iVar7 = -1;
    fVar6 = 0.001;
    iVar4 = iVar3;
    do {
      if (fVar6 < ABS(local_80[iVar3 + (int)local_a0[iVar4] * 8 + -4])) {
        iVar7 = iVar4;
        fVar6 = ABS(local_80[iVar3 + (int)local_a0[iVar4] * 8 + -4]);
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 != 4);
    if (iVar7 == -1) {
      return 0;
    }
    fVar1 = local_a0[iVar7];
    local_a0[iVar7] = local_a0[iVar3];
    local_a0[iVar3] = fVar1;
    iVar4 = 0;
    fVar6 = local_90[(int)fVar1 * 8 + iVar3];
    do {
      local_90[(int)fVar1 * 8 + iVar4] = local_90[(int)fVar1 * 8 + iVar4] * (1.0 / fVar6);
      iVar4 = iVar4 + 1;
    } while (iVar4 != 8);
    local_90[(int)fVar1 * 8 + iVar3] = 1.0;
    iVar4 = 0;
    do {
      if (iVar3 != iVar4) {
        fVar2 = local_a0[iVar4];
        iVar7 = 0;
        fVar6 = local_90[(int)fVar2 * 8 + iVar3];
        do {
          local_90[(int)fVar2 * 8 + iVar7] =
               local_90[(int)fVar1 * 8 + iVar7] * -fVar6 + local_90[(int)fVar2 * 8 + iVar7];
          iVar7 = iVar7 + 1;
        } while (iVar7 != 8);
        local_90[(int)fVar2 * 8 + iVar3] = 0.0;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 != 4);
    iVar3 = iVar3 + 1;
  } while (iVar3 != 4);
  pfVar5 = local_a0;
  do {
    fVar6 = *pfVar5;
    iVar3 = 0;
    do {
      *(float *)(param_2 + iVar3 * 4) = local_80[(int)fVar6 * 8 + iVar3];
      iVar3 = iVar3 + 1;
    } while (iVar3 != 4);
    pfVar5 = pfVar5 + 1;
    param_2 = param_2 + 0x10;
  } while (pfVar5 != local_90);
  return 1;
}

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)