SetIdentityMatrix
0x000a25c0 · 43 bytes · __cdecl
_Z17SetIdentityMatrixR11matrix3x4_t
Decompiled
undefined (1 param)
/* SetIdentityMatrix(matrix3x4_t&) */
void SetIdentityMatrix(matrix3x4_t *param_1)
{
int iVar1;
matrix3x4_t *pmVar2;
pmVar2 = param_1;
for (iVar1 = 0xc; iVar1 != 0; iVar1 = iVar1 + -1) {
*(undefined4 *)pmVar2 = 0;
pmVar2 = pmVar2 + 4;
}
*(undefined4 *)param_1 = 0x3f800000;
*(undefined4 *)(param_1 + 0x14) = 0x3f800000;
*(undefined4 *)(param_1 + 0x28) = 0x3f800000;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.