Vector3DMultiplyPositionProjective
0x00bc7fe0 · 256 bytes · __cdecl
_Z34Vector3DMultiplyPositionProjectiveRK7VMatrixRK6VectorRS2_
Decompiled
undefined (3 params)
/* Vector3DMultiplyPositionProjective(VMatrix const&, Vector const&, Vector&) */
void Vector3DMultiplyPositionProjective(VMatrix *param_1,Vector *param_2,Vector *param_3)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
if (param_2 == param_3) {
fVar9 = 0.0;
fVar10 = 0.0;
fVar6 = 0.0;
}
else {
fVar6 = *(float *)param_2;
fVar10 = *(float *)(param_2 + 4);
fVar9 = *(float *)(param_2 + 8);
}
fVar5 = *(float *)(param_1 + 0x30) * fVar6 + *(float *)(param_1 + 0x34) * fVar10 +
*(float *)(param_1 + 0x3c) + *(float *)(param_1 + 0x38) * fVar9;
if (fVar5 != 0.0) {
fVar5 = 1.0 / fVar5;
}
fVar8 = *(float *)param_1 * fVar6 + *(float *)(param_1 + 4) * fVar10 + *(float *)(param_1 + 0xc) +
*(float *)(param_1 + 8) * fVar9;
*(float *)param_3 = fVar8;
fVar7 = *(float *)(param_1 + 0x10) * fVar6 + *(float *)(param_1 + 0x14) * fVar10 +
*(float *)(param_1 + 0x1c) + *(float *)(param_1 + 0x18) * fVar9;
*(float *)(param_3 + 4) = fVar7;
fVar1 = *(float *)(param_1 + 0x20);
fVar2 = *(float *)(param_1 + 0x24);
fVar3 = *(float *)(param_1 + 0x28);
fVar4 = *(float *)(param_1 + 0x2c);
*(float *)param_3 = fVar8 * fVar5;
*(float *)(param_3 + 4) = fVar7 * fVar5;
*(float *)(param_3 + 8) = (fVar6 * fVar1 + fVar10 * fVar2 + fVar4 + fVar9 * fVar3) * fVar5;
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.