L L4D2node

MatrixInitialize

0x002720a0 · 139 bytes · __cdecl

_Z16MatrixInitializeR11matrix3x4_tRK6VectorS3_S3_S3_

Decompiled

undefined (5 params)

/* MatrixInitialize(matrix3x4_t&, Vector const&, Vector const&, Vector const&, Vector const&) */

void MatrixInitialize(matrix3x4_t *param_1,Vector *param_2,Vector *param_3,Vector *param_4,
                     Vector *param_5)

{
  *(undefined4 *)param_1 = *(undefined4 *)param_3;
  *(undefined4 *)(param_1 + 0x10) = *(undefined4 *)(param_3 + 4);
  *(undefined4 *)(param_1 + 0x20) = *(undefined4 *)(param_3 + 8);
  *(undefined4 *)(param_1 + 4) = *(undefined4 *)param_4;
  *(undefined4 *)(param_1 + 0x14) = *(undefined4 *)(param_4 + 4);
  *(undefined4 *)(param_1 + 0x24) = *(undefined4 *)(param_4 + 8);
  *(undefined4 *)(param_1 + 8) = *(undefined4 *)param_5;
  *(undefined4 *)(param_1 + 0x18) = *(undefined4 *)(param_5 + 4);
  *(undefined4 *)(param_1 + 0x28) = *(undefined4 *)(param_5 + 8);
  *(undefined4 *)(param_1 + 0xc) = *(undefined4 *)param_2;
  *(undefined4 *)(param_1 + 0x1c) = *(undefined4 *)(param_2 + 4);
  *(undefined4 *)(param_1 + 0x2c) = *(undefined4 *)(param_2 + 8);
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)