L L4D2node

ComputeCenterMatrix

0x000c3d30 · 186 bytes · __regparm3

_ZL19ComputeCenterMatrixRK6VectorRK6QAngleS1_S1_R11matrix3x4_t

Decompiled

undefined (5 params)

/* ComputeCenterMatrix(Vector const&, QAngle const&, Vector const&, Vector const&, matrix3x4_t&) */

void __regparm3
ComputeCenterMatrix(Vector *param_1,QAngle *param_2,Vector *param_3,Vector *param_4,
                   matrix3x4_t *param_5)

{
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  local_30 = (*(float *)(param_4 + 4) + *(float *)(param_3 + 4)) * 0.5;
  local_2c = (*(float *)(param_4 + 8) + *(float *)(param_3 + 8)) * 0.5;
  local_34 = (*(float *)param_4 + *(float *)param_3) * 0.5;
  AngleMatrix(param_2,param_5);
  VectorRotate(&local_34,param_5,&local_28);
  local_28 = local_28 + *(float *)param_1;
  local_24 = local_24 + *(float *)(param_1 + 4);
  local_20 = local_20 + *(float *)(param_1 + 8);
  MatrixSetColumn((Vector *)&local_28,3,param_5);
  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.



        

        

          

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