L L4D2node

SetScaleMatrix

0x000a25f0 · 85 bytes · __cdecl

_Z14SetScaleMatrixfffR11matrix3x4_t

Decompiled

undefined (4 params)

/* SetScaleMatrix(float, float, float, matrix3x4_t&) */

void SetScaleMatrix(float param_1,float param_2,float param_3,matrix3x4_t *param_4)

{
  *(float *)(param_4 + 0x14) = param_2;
  *(float *)param_4 = param_1;
  *(float *)(param_4 + 0x28) = param_3;
  *(undefined4 *)(param_4 + 4) = 0;
  *(undefined4 *)(param_4 + 8) = 0;
  *(undefined4 *)(param_4 + 0xc) = 0;
  *(undefined4 *)(param_4 + 0x10) = 0;
  *(undefined4 *)(param_4 + 0x18) = 0;
  *(undefined4 *)(param_4 + 0x1c) = 0;
  *(undefined4 *)(param_4 + 0x20) = 0;
  *(undefined4 *)(param_4 + 0x24) = 0;
  *(undefined4 *)(param_4 + 0x2c) = 0;
  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)