SetupMatrixIdentity
0x0027cb00 · 100 bytes · unknown
_Z19SetupMatrixIdentityv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* SetupMatrixIdentity() */
void SetupMatrixIdentity(void)
{
undefined4 *in_stack_00000004;
*in_stack_00000004 = 0x3f800000;
in_stack_00000004[1] = 0;
in_stack_00000004[2] = 0;
in_stack_00000004[3] = 0;
in_stack_00000004[4] = 0;
in_stack_00000004[5] = 0x3f800000;
in_stack_00000004[6] = 0;
in_stack_00000004[7] = 0;
in_stack_00000004[8] = 0;
in_stack_00000004[9] = 0;
in_stack_00000004[10] = 0x3f800000;
in_stack_00000004[0xb] = 0;
in_stack_00000004[0xc] = 0;
in_stack_00000004[0xd] = 0;
in_stack_00000004[0xe] = 0;
in_stack_00000004[0xf] = 0x3f800000;
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.