L L4D2node

MatrixBuildPerspective

0x0027fb60 · 738 bytes · __cdecl

_Z22MatrixBuildPerspectiveR7VMatrixffff

Decompiled

undefined (5 params)

/* MatrixBuildPerspective(VMatrix&, float, float, float, float) */

void MatrixBuildPerspective
               (VMatrix *param_1,float param_2,float param_3,float param_4,float param_5)

{
  int iVar1;
  VMatrix *pVVar2;
  byte bVar3;
  float fVar4;
  double dVar5;
  double dVar6;
  undefined4 local_cc;
  undefined4 local_c8;
  undefined4 local_c4;
  undefined4 local_c0;
  undefined4 local_bc;
  undefined4 local_b8;
  undefined4 local_b4;
  undefined4 local_b0;
  undefined4 local_ac;
  undefined4 local_a8;
  undefined4 local_a4;
  undefined4 local_a0;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  undefined4 local_90;
  undefined4 local_8c;
  undefined4 local_88;
  undefined4 local_84;
  undefined4 local_80;
  undefined4 local_7c;
  undefined4 local_78;
  undefined4 local_74;
  undefined4 local_70;
  undefined4 local_6c;
  undefined4 local_68;
  undefined4 local_64;
  undefined4 local_60;
  undefined4 local_5c;
  undefined4 local_58;
  undefined4 local_54;
  undefined4 local_50;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_40;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  bVar3 = 0;
  fVar4 = param_4 + param_4;
  dVar5 = tan((double)param_2 * 0.008726646259971648);
  dVar6 = tan((double)param_3 * 0.008726646259971648);
  pVVar2 = param_1;
  for (iVar1 = 0x10; iVar1 != 0; iVar1 = iVar1 + -1) {
    *(undefined4 *)pVVar2 = 0;
    pVVar2 = pVVar2 + (uint)bVar3 * -8 + 4;
  }
  *(float *)(param_1 + 0x14) = fVar4 / (float)(dVar6 * (double)fVar4);
  *(float *)param_1 = fVar4 / (float)(dVar5 * (double)fVar4);
  *(undefined4 *)(param_1 + 0x38) = 0x3f800000;
  local_c8 = 0;
  *(float *)(param_1 + 0x28) = param_5 / (param_5 - param_4);
  local_c4 = 0;
  local_c0 = 0;
  local_bc = 0;
  local_b4 = 0;
  local_b0 = 0;
  local_ac = 0;
  *(float *)(param_1 + 0x2c) = (param_4 * param_5) / (param_4 - param_5);
  local_a8 = 0;
  local_cc = 0xbf800000;
  local_b8 = 0xbf800000;
  local_a4 = 0x3f800000;
  local_a0 = 0;
  local_9c = 0;
  local_98 = 0;
  local_94 = 0;
  local_90 = 0x3f800000;
  MatrixMultiply((VMatrix *)&local_cc,param_1,param_1);
  local_88 = 0;
  local_8c = 0x3f800000;
  local_84 = 0;
  local_7c = 0;
  local_78 = 0x3f800000;
  local_74 = 0;
  local_6c = 0;
  local_68 = 0;
  local_64 = 0x3f800000;
  local_60 = 0;
  local_5c = 0;
  local_58 = 0;
  local_54 = 0;
  local_50 = 0x3f800000;
  local_80 = 0x3f800000;
  local_70 = 0x3f800000;
  MatrixMultiply((VMatrix *)&local_8c,param_1,param_1);
  local_48 = 0;
  local_44 = 0;
  local_40 = 0;
  local_3c = 0;
  local_34 = 0;
  local_30 = 0;
  local_2c = 0;
  local_28 = 0;
  local_20 = 0;
  local_1c = 0;
  local_18 = 0;
  local_14 = 0;
  local_24 = 0x3f800000;
  local_10 = 0x3f800000;
  local_4c = 0x3f000000;
  local_38 = 0x3f000000;
  MatrixMultiply((VMatrix *)&local_4c,param_1,param_1);
  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)