L L4D2node

MatrixTranspose

0x00bc7490 · 299 bytes · __cdecl

_Z15MatrixTransposeRK7VMatrixRS_

Decompiled

undefined (2 params)

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

void MatrixTranspose(VMatrix *param_1,VMatrix *param_2)

{
  undefined4 uVar1;
  
  if (param_1 != param_2) {
    *(undefined4 *)param_2 = *(undefined4 *)param_1;
    *(undefined4 *)(param_2 + 4) = *(undefined4 *)(param_1 + 0x10);
    *(undefined4 *)(param_2 + 8) = *(undefined4 *)(param_1 + 0x20);
    *(undefined4 *)(param_2 + 0xc) = *(undefined4 *)(param_1 + 0x30);
    *(undefined4 *)(param_2 + 0x10) = *(undefined4 *)(param_1 + 4);
    *(undefined4 *)(param_2 + 0x14) = *(undefined4 *)(param_1 + 0x14);
    *(undefined4 *)(param_2 + 0x18) = *(undefined4 *)(param_1 + 0x24);
    *(undefined4 *)(param_2 + 0x1c) = *(undefined4 *)(param_1 + 0x34);
    *(undefined4 *)(param_2 + 0x20) = *(undefined4 *)(param_1 + 8);
    *(undefined4 *)(param_2 + 0x24) = *(undefined4 *)(param_1 + 0x18);
    *(undefined4 *)(param_2 + 0x28) = *(undefined4 *)(param_1 + 0x28);
    *(undefined4 *)(param_2 + 0x2c) = *(undefined4 *)(param_1 + 0x38);
    *(undefined4 *)(param_2 + 0x30) = *(undefined4 *)(param_1 + 0xc);
    *(undefined4 *)(param_2 + 0x34) = *(undefined4 *)(param_1 + 0x1c);
    *(undefined4 *)(param_2 + 0x38) = *(undefined4 *)(param_1 + 0x2c);
    *(undefined4 *)(param_2 + 0x3c) = *(undefined4 *)(param_1 + 0x3c);
    return;
  }
  uVar1 = *(undefined4 *)(param_1 + 0x10);
  *(undefined4 *)(param_1 + 0x10) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(param_1 + 4) = uVar1;
  uVar1 = *(undefined4 *)(param_1 + 0x20);
  *(undefined4 *)(param_1 + 0x20) = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(param_1 + 8) = uVar1;
  uVar1 = *(undefined4 *)(param_1 + 0x30);
  *(undefined4 *)(param_1 + 0x30) = *(undefined4 *)(param_1 + 0xc);
  *(undefined4 *)(param_1 + 0xc) = uVar1;
  uVar1 = *(undefined4 *)(param_1 + 0x24);
  *(undefined4 *)(param_1 + 0x24) = *(undefined4 *)(param_1 + 0x18);
  *(undefined4 *)(param_1 + 0x18) = uVar1;
  uVar1 = *(undefined4 *)(param_1 + 0x34);
  *(undefined4 *)(param_1 + 0x34) = *(undefined4 *)(param_1 + 0x1c);
  *(undefined4 *)(param_1 + 0x1c) = uVar1;
  uVar1 = *(undefined4 *)(param_1 + 0x38);
  *(undefined4 *)(param_1 + 0x38) = *(undefined4 *)(param_1 + 0x2c);
  *(undefined4 *)(param_1 + 0x2c) = uVar1;
  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)