{"name": "gl_M4_Rotate", "code": "float * __fastcall gl_M4_Rotate ( __int64 @@a1@@ , int @@a2@@ , float @@a3@@ ) { float v3 ; float v4 ; float * @@result@@ ; float @@v7@@ ; int @@v8@@ ; int @@v9@@ ; @@v9@@ = @@a2@@ + Number ; if ( @@a2@@ + Number > Number ) @@v9@@ = Number ; @@v8@@ = @@v9@@ + Number ; if ( @@v9@@ + Number > Number ) @@v8@@ = Number ; v3 = sin ( @@a3@@ ) ; @@v7@@ = v3 ; v4 = cos ( @@a3@@ ) ; gl_M4_Id ( @@a1@@ ) ; * ( float * ) ( @@a1@@ + Number L * @@v9@@ ) = v4 ; * ( _DWORD * ) ( @@a1@@ + Number * ( Number L * @@v9@@ + @@v8@@ ) ) = LODWORD ( @@v7@@ ) ^ Number ; * ( float * ) ( @@a1@@ + Number * ( Number L * @@v8@@ + @@v9@@ ) ) = @@v7@@ ; @@result@@ = ( float * ) ( @@a1@@ + Number L * @@v8@@ ) ; * @@result@@ = v4 ; return @@result@@ ; }", "source": [{"n": "a3", "t": {"T": 1, "n": "float", "s": 4}, "location": "r496"}, {"n": "a1", "t": {"T": 1, "n": "__int64", "s": 8}, "location": "r56"}, {"n": "a2", "t": {"T": 1, "n": "int", "s": 4}, "location": "r64"}, {"n": "result", "t": {"T": 3, "t": "float"}, "location": "r8"}, {"n": "v7", "t": {"T": 1, "n": "float", "s": 4}, "location": "s12"}, {"n": "v9", "t": {"T": 1, "n": "int", "s": 4}, "location": "s4"}, {"n": "v8", "t": {"T": 1, "n": "int", "s": 4}, "location": "s8"}]}
{"name": "gl_M4_Id", "code": "__int64 __fastcall gl_M4_Id ( __int64 @@a1@@ ) { __int64 @@result@@ ; int @@j@@ ; int @@i@@ ; for ( @@i@@ = Number ; @@i@@ <= Number ; ++ @@i@@ ) { for ( @@j@@ = Number ; @@j@@ <= Number ; ++ @@j@@ ) { @@result@@ = @@a1@@ ; if ( @@i@@ == @@j@@ ) * ( _DWORD * ) ( @@a1@@ + Number * ( Number L * @@i@@ + @@j@@ ) ) = Number ; else * ( _DWORD * ) ( @@a1@@ + Number * ( Number L * @@i@@ + @@j@@ ) ) = Number ; } } return @@result@@ ; }", "source": [{"n": "a1", "t": {"T": 1, "n": "__int64", "s": 8}, "location": "r56"}, {"n": "result", "t": {"T": 1, "n": "__int64", "s": 8}, "location": "r8"}, {"n": "i", "t": {"T": 1, "n": "int", "s": 4}, "location": "s4"}, {"n": "j", "t": {"T": 1, "n": "int", "s": 4}, "location": "s8"}]}