L L4D2node

SetupMatrixAxisRot

0x0027cdb0 · 359 bytes · __cdecl

_Z18SetupMatrixAxisRotRK6Vectorf

Decompiled

undefined (2 params)

/* SetupMatrixAxisRot(Vector const&, float) */

Vector * SetupMatrixAxisRot(Vector *param_1,float param_2)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float in_stack_0000000c;
  float local_14;
  float local_10;
  
  sincosf(in_stack_0000000c * 0.017453292,&local_10,&local_14);
  fVar1 = *(float *)((int)param_2 + 4);
  fVar5 = 1.0 - local_14;
  fVar2 = *(float *)((int)param_2 + 8);
  fVar3 = *(float *)param_2;
  fVar4 = fVar5 * fVar3;
  fVar6 = fVar5 * fVar1 * fVar2;
  *(float *)param_1 = fVar3 * fVar4 + local_14;
  *(float *)(param_1 + 0x14) = fVar1 * fVar5 * fVar1 + local_14;
  *(float *)(param_1 + 4) = fVar4 * fVar1 - local_10 * fVar2;
  *(float *)(param_1 + 0x10) = local_10 * fVar2 + fVar4 * fVar1;
  *(float *)(param_1 + 0x18) = fVar6 - local_10 * fVar3;
  *(float *)(param_1 + 8) = fVar2 * fVar4 + local_10 * fVar1;
  *(undefined4 *)(param_1 + 0xc) = 0;
  *(undefined4 *)(param_1 + 0x1c) = 0;
  *(float *)(param_1 + 0x20) = fVar2 * fVar4 - local_10 * fVar1;
  *(undefined4 *)(param_1 + 0x2c) = 0;
  *(undefined4 *)(param_1 + 0x30) = 0;
  *(undefined4 *)(param_1 + 0x34) = 0;
  *(float *)(param_1 + 0x24) = fVar6 + local_10 * fVar3;
  *(float *)(param_1 + 0x28) = fVar2 * fVar2 * fVar5 + local_14;
  *(undefined4 *)(param_1 + 0x38) = 0;
  *(undefined4 *)(param_1 + 0x3c) = 0x3f800000;
  return param_1;
}

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)