Vector3DMultiply
0x00bc7e10 · 153 bytes · __cdecl
_Z16Vector3DMultiplyRK7VMatrixRK6VectorRS2_
Decompiled
undefined (3 params)
/* Vector3DMultiply(VMatrix const&, Vector const&, Vector&) */
void Vector3DMultiply(VMatrix *param_1,Vector *param_2,Vector *param_3)
{
float fVar1;
float fVar2;
float fVar3;
if (param_2 == param_3) {
fVar2 = 0.0;
fVar1 = 0.0;
fVar3 = 0.0;
}
else {
fVar3 = *(float *)param_2;
fVar1 = *(float *)(param_2 + 4);
fVar2 = *(float *)(param_2 + 8);
}
*(float *)param_3 =
*(float *)(param_1 + 4) * fVar1 + *(float *)param_1 * fVar3 + *(float *)(param_1 + 8) * fVar2
;
*(float *)(param_3 + 4) =
*(float *)(param_1 + 0x14) * fVar1 + *(float *)(param_1 + 0x10) * fVar3 +
*(float *)(param_1 + 0x18) * fVar2;
*(float *)(param_3 + 8) =
fVar1 * *(float *)(param_1 + 0x24) + fVar3 * *(float *)(param_1 + 0x20) +
fVar2 * *(float *)(param_1 + 0x28);
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.