L L4D2node

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 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)