L L4D2node

MatrixBuildRotateZ

0x0027f9d0 · 175 bytes · __cdecl

_Z18MatrixBuildRotateZR7VMatrixf

Decompiled

undefined (2 params)

/* MatrixBuildRotateZ(VMatrix&, float) */

void MatrixBuildRotateZ(VMatrix *param_1,float param_2)

{
  float local_14;
  float local_10 [2];
  
  sincosf(param_2 * 0.017453292,local_10,&local_14);
  *(float *)(param_1 + 0x10) = local_10[0];
  *(float *)(param_1 + 4) = -local_10[0];
  *(float *)param_1 = local_14;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 0;
  *(float *)(param_1 + 0x14) = local_14;
  *(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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)