L L4D2node

SetupMatrixTranslation

0x0027cb70 · 117 bytes · __cdecl

_Z22SetupMatrixTranslationRK6Vector

Decompiled

undefined (1 param)

/* SetupMatrixTranslation(Vector const&) */

void SetupMatrixTranslation(Vector *param_1)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined4 *in_stack_00000008;
  
  uVar1 = in_stack_00000008[2];
  uVar2 = in_stack_00000008[1];
  *(undefined4 *)param_1 = 0x3f800000;
  uVar3 = *in_stack_00000008;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = uVar3;
  *(undefined4 *)(param_1 + 0x10) = 0;
  *(undefined4 *)(param_1 + 0x14) = 0x3f800000;
  *(undefined4 *)(param_1 + 0x18) = 0;
  *(undefined4 *)(param_1 + 0x1c) = uVar2;
  *(undefined4 *)(param_1 + 0x20) = 0;
  *(undefined4 *)(param_1 + 0x24) = 0;
  *(undefined4 *)(param_1 + 0x28) = 0x3f800000;
  *(undefined4 *)(param_1 + 0x2c) = uVar1;
  *(undefined4 *)(param_1 + 0x30) = 0;
  *(undefined4 *)(param_1 + 0x34) = 0;
  *(undefined4 *)(param_1 + 0x38) = 0;
  *(undefined4 *)(param_1 + 0x3c) = 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)