L L4D2node

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 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.



        

        

          

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