MatrixBuildRotation
0x0027f750 · 626 bytes · __cdecl
_Z19MatrixBuildRotationR7VMatrixRK6VectorS3_
Decompiled
undefined (3 params)
/* MatrixBuildRotation(VMatrix&, Vector const&, Vector const&) */
void MatrixBuildRotation(VMatrix *param_1,Vector *param_2,Vector *param_3)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
int iVar5;
longdouble lVar6;
float fVar7;
float fVar8;
double dVar9;
float local_18 [3];
fVar8 = *(float *)param_3;
fVar1 = *(float *)(param_3 + 4);
fVar7 = *(float *)param_2;
fVar2 = *(float *)(param_2 + 4);
fVar3 = *(float *)(param_3 + 8);
fVar4 = *(float *)(param_2 + 8);
dVar9 = (double)(fVar1 * fVar2 + fVar8 * fVar7 + fVar3 * fVar4);
if (dVar9 <= 0.999) {
if (-0.999 <= dVar9) {
local_18[0] = fVar3 * fVar2 - fVar4 * fVar1;
local_18[1] = fVar4 * fVar8 - fVar3 * fVar7;
local_18[2] = fVar1 * fVar7 - fVar8 * fVar2;
VectorNormalize((Vector *)local_18);
lVar6 = (longdouble)__acos_finite(dVar9);
fVar8 = (float)((double)lVar6 * 57.29577951308232);
}
else {
local_18[0] = 0.0;
local_18[1] = 0.0;
local_18[2] = 0.0;
iVar5 = (uint)(ABS(fVar1) < ABS(fVar8)) * 4;
if (ABS(fVar3) < ABS(*(float *)(param_3 + (uint)(ABS(fVar1) < ABS(fVar8)) * 4))) {
iVar5 = 8;
}
*(undefined4 *)((int)local_18 + iVar5) = 0x3f800000;
fVar7 = -(local_18[1] * fVar1 + local_18[0] * fVar8 + local_18[2] * fVar3);
local_18[0] = fVar8 * fVar7 + local_18[0];
local_18[1] = fVar1 * fVar7 + local_18[1];
local_18[2] = fVar7 * fVar3 + local_18[2];
VectorNormalize((Vector *)local_18);
fVar8 = 180.0;
}
MatrixBuildRotationAboutAxis((Vector *)local_18,fVar8,(matrix3x4_t *)param_1);
*(undefined4 *)(param_1 + 0x30) = 0;
*(undefined4 *)(param_1 + 0x34) = 0;
*(undefined4 *)(param_1 + 0x38) = 0;
*(undefined4 *)(param_1 + 0x3c) = 0x3f800000;
return;
}
*(undefined4 *)param_1 = 0x3f800000;
*(undefined4 *)(param_1 + 4) = 0;
*(undefined4 *)(param_1 + 8) = 0;
*(undefined4 *)(param_1 + 0xc) = 0;
*(undefined4 *)(param_1 + 0x10) = 0;
*(undefined4 *)(param_1 + 0x14) = 0x3f800000;
*(undefined4 *)(param_1 + 0x18) = 0;
*(undefined4 *)(param_1 + 0x1c) = 0;
*(undefined4 *)(param_1 + 0x20) = 0;
*(undefined4 *)(param_1 + 0x24) = 0;
*(undefined4 *)(param_1 + 0x28) = 0x3f800000;
*(undefined4 *)(param_1 + 0x2c) = 0;
*(undefined4 *)(param_1 + 0x30) = 0;
*(undefined4 *)(param_1 + 0x34) = 0;
*(undefined4 *)(param_1 + 0x38) = 0;
*(undefined4 *)(param_1 + 0x3c) = 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.