L L4D2node

MatrixBuildScale

0x0027faf0 · 109 bytes · __cdecl

_Z16MatrixBuildScaleR7VMatrixRK6Vector

Decompiled

undefined (2 params)

/* MatrixBuildScale(VMatrix&, Vector const&) */

void MatrixBuildScale(VMatrix *param_1,Vector *param_2)

{
  undefined4 uVar1;
  undefined4 uVar2;
  
  uVar1 = *(undefined4 *)(param_2 + 8);
  uVar2 = *(undefined4 *)(param_2 + 4);
  *(undefined4 *)param_1 = *(undefined4 *)param_2;
  *(undefined4 *)(param_1 + 0x28) = uVar1;
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 0;
  *(undefined4 *)(param_1 + 0x10) = 0;
  *(undefined4 *)(param_1 + 0x14) = uVar2;
  *(undefined4 *)(param_1 + 0x18) = 0;
  *(undefined4 *)(param_1 + 0x1c) = 0;
  *(undefined4 *)(param_1 + 0x20) = 0;
  *(undefined4 *)(param_1 + 0x24) = 0;
  *(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)