L L4D2node

SetupMatrixProjection

0x0027cc60 · 333 bytes · __cdecl

_Z21SetupMatrixProjectionRK6VectorRK6VPlane

Decompiled

undefined (2 params)

/* SetupMatrixProjection(Vector const&, VPlane const&) */

void SetupMatrixProjection(Vector *param_1,VPlane *param_2)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float *in_stack_0000000c;
  
  fVar1 = in_stack_0000000c[1];
  fVar2 = *(float *)(param_2 + 4);
  fVar3 = *in_stack_0000000c;
  fVar4 = *(float *)param_2;
  fVar5 = *(float *)(param_2 + 8);
  fVar6 = in_stack_0000000c[2];
  fVar7 = in_stack_0000000c[3];
  fVar8 = ((fVar1 * fVar2 + fVar3 * fVar4) - fVar7) + fVar6 * fVar5;
  *(float *)param_1 = fVar8 - fVar3 * fVar4;
  *(float *)(param_1 + 4) = fVar1 * -fVar4;
  *(float *)(param_1 + 8) = -fVar4 * fVar6;
  *(float *)(param_1 + 0xc) = fVar4 * fVar7;
  *(float *)(param_1 + 0x1c) = fVar2 * fVar7;
  *(float *)(param_1 + 0x10) = fVar3 * -fVar2;
  *(float *)(param_1 + 0x18) = -fVar2 * fVar6;
  *(float *)(param_1 + 0x14) = fVar8 - fVar1 * fVar2;
  *(float *)(param_1 + 0x20) = fVar3 * -fVar5;
  *(float *)(param_1 + 0x24) = -fVar5 * fVar1;
  *(float *)(param_1 + 0x34) = -fVar1;
  *(float *)(param_1 + 0x28) = fVar8 - fVar6 * fVar5;
  *(float *)(param_1 + 0x3c) = fVar7 + fVar8;
  *(float *)(param_1 + 0x2c) = fVar5 * fVar7;
  *(float *)(param_1 + 0x30) = -fVar3;
  *(float *)(param_1 + 0x38) = -fVar6;
  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)