L L4D2node

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 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)