MatrixAngles
0x00271dd0 · 107 bytes · __cdecl
_Z12MatrixAnglesRK11matrix3x4_tR11RadianEulerR6Vector
Decompiled
undefined (3 params)
/* MatrixAngles(matrix3x4_t const&, RadianEuler&, Vector&) */
void MatrixAngles(matrix3x4_t *param_1,RadianEuler *param_2,Vector *param_3)
{
float fVar1;
*(undefined4 *)param_3 = *(undefined4 *)(param_1 + 0xc);
*(undefined4 *)(param_3 + 4) = *(undefined4 *)(param_1 + 0x1c);
*(undefined4 *)(param_3 + 8) = *(undefined4 *)(param_1 + 0x2c);
MatrixAngles(param_1,(float *)param_2);
fVar1 = *(float *)(param_2 + 8);
*(float *)(param_2 + 8) = *(float *)(param_2 + 4) * 0.017453292;
*(float *)(param_2 + 4) = *(float *)param_2 * 0.017453292;
*(float *)param_2 = fVar1 * 0.017453292;
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.