L L4D2node

MatrixBuildPerspectiveOffCenterX

0x00280e30 · 601 bytes · __cdecl

_Z32MatrixBuildPerspectiveOffCenterXR7VMatrixdddddddd

Decompiled

undefined (9 params)

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

void MatrixBuildPerspectiveOffCenterX
               (VMatrix *param_1,double param_2,double param_3,double param_4,double param_5,
               double param_6,double param_7,double param_8,double param_9)

{
  double dVar1;
  double dVar2;
  float fVar3;
  double dVar4;
  double dVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  double dVar9;
  float fVar10;
  float fVar11;
  
  fVar11 = tanf((float)(param_2 * 0.008726646259971648));
  dVar9 = param_4 + param_4;
  fVar3 = (float)((double)fVar11 * dVar9) * 0.5;
  fVar11 = (float)((double)(float)((double)fVar11 * dVar9) / param_3) * 0.5;
  dVar4 = (double)fVar3;
  dVar5 = (double)-fVar3;
  dVar2 = (double)fVar11;
  dVar1 = (double)-fVar11;
  fVar8 = (float)((1.0 - param_8) * dVar5 + param_8 * dVar4);
  fVar10 = (float)((1.0 - param_9) * dVar5 + dVar4 * param_9);
  fVar7 = fVar10 - fVar8;
  fVar3 = (float)((1.0 - param_6) * dVar1 + param_6 * dVar2);
  fVar6 = (float)((1.0 - param_7) * dVar1 + dVar2 * param_7);
  fVar11 = fVar6 - fVar3;
  *(float *)(param_1 + 8) = (fVar8 + fVar10) / fVar7;
  *(float *)param_1 = (float)(dVar9 / (double)fVar7);
  *(undefined4 *)(param_1 + 4) = 0;
  *(undefined4 *)(param_1 + 0xc) = 0;
  *(undefined4 *)(param_1 + 0x10) = 0;
  *(float *)(param_1 + 0x18) = (fVar3 + fVar6) / fVar11;
  *(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 + 0x38) = 0xbf800000;
  *(undefined4 *)(param_1 + 0x3c) = 0;
  *(float *)(param_1 + 0x14) = (float)(dVar9 / (double)fVar11);
  *(float *)(param_1 + 0x28) = (float)(param_5 / (param_4 - param_5));
  *(float *)(param_1 + 0x2c) = (float)((param_4 * 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)