L L4D2node

VectorRotate

0x000a0db0 · 138 bytes · __cdecl

_Z12VectorRotatePKfRK11matrix3x4_tPf

Decompiled

undefined (3 params)

/* VectorRotate(float const*, matrix3x4_t const&, float*) */

void VectorRotate(float *param_1,matrix3x4_t *param_2,float *param_3)

{
  *param_3 = *(float *)(param_2 + 4) * param_1[1] + *(float *)param_2 * *param_1 +
             *(float *)(param_2 + 8) * param_1[2];
  param_3[1] = *(float *)(param_2 + 0x14) * param_1[1] + *(float *)(param_2 + 0x10) * *param_1 +
               *(float *)(param_2 + 0x18) * param_1[2];
  param_3[2] = *(float *)(param_2 + 0x24) * param_1[1] + *(float *)(param_2 + 0x20) * *param_1 +
               *(float *)(param_2 + 0x28) * param_1[2];
  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)