VMatrix::operator*
0x00bc8460 · 129 bytes · __thiscall
_ZNK7VMatrixmlERK6VPlane
Decompiled
undefined (2 params)
/* VMatrix::TEMPNAMEPLACEHOLDERVALUE(VPlane const&) const */
VMatrix * __thiscall VMatrix::operator*(VMatrix *this,VPlane *param_1)
{
float fVar1;
float fVar2;
float fVar3;
Vector *in_stack_0000000c;
Vector3DMultiply((VMatrix *)param_1,in_stack_0000000c,(Vector *)this);
fVar1 = *(float *)this;
fVar2 = *(float *)(this + 4);
fVar3 = *(float *)(this + 8);
*(float *)(this + 0xc) =
*(float *)(param_1 + 0x1c) * fVar2 + *(float *)(param_1 + 0xc) * fVar1 +
*(float *)(param_1 + 0x2c) * fVar3 +
(fVar2 * fVar2 + fVar1 * fVar1 + fVar3 * fVar3) * *(float *)(in_stack_0000000c + 0xc);
return this;
}
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.