L L4D2node

MatrixBuildPerspectiveX

0x00280d00 · 298 bytes · __cdecl

_Z23MatrixBuildPerspectiveXR7VMatrixdddd

Decompiled

undefined (5 params)

/* MatrixBuildPerspectiveX(VMatrix&, double, double, double, double) */

void MatrixBuildPerspectiveX
               (VMatrix *param_1,double param_2,double param_3,double param_4,double param_5)

{
  double dVar1;
  float fVar2;
  
  fVar2 = tanf((float)(param_2 * 0.008726646259971648));
  dVar1 = param_4 + param_4;
  *(undefined4 *)(param_1 + 0x38) = 0xbf800000;
  *(undefined4 *)(param_1 + 4) = 0;
  *(float *)param_1 = (float)(dVar1 / (double)(float)((double)fVar2 * dVar1));
  *(undefined4 *)(param_1 + 8) = 0;
  *(undefined4 *)(param_1 + 0xc) = 0;
  *(undefined4 *)(param_1 + 0x10) = 0;
  *(undefined4 *)(param_1 + 0x18) = 0;
  *(undefined4 *)(param_1 + 0x1c) = 0;
  *(undefined4 *)(param_1 + 0x20) = 0;
  *(undefined4 *)(param_1 + 0x24) = 0;
  *(undefined4 *)(param_1 + 0x30) = 0;
  *(undefined4 *)(param_1 + 0x34) = 0;
  *(undefined4 *)(param_1 + 0x3c) = 0;
  *(float *)(param_1 + 0x14) =
       (float)(dVar1 / (double)(float)((double)(float)((double)fVar2 * dVar1) / param_3));
  *(float *)(param_1 + 0x2c) = (float)((param_4 * param_5) / (param_4 - param_5));
  *(float *)(param_1 + 0x28) = (float)(param_5 / (param_4 - param_5));
  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)