AngleMatrix
0x000a28a0 · 348 bytes · __cdecl
_Z11AngleMatrixRK6QAngleR11matrix3x4_t
Decompiled
undefined (2 params)
/* AngleMatrix(QAngle const&, matrix3x4_t&) */
void AngleMatrix(QAngle *param_1,matrix3x4_t *param_2)
{
longdouble lVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
longdouble lVar8;
lVar1 = (longdouble)fcos((longdouble)(*(float *)(param_1 + 4) * 0.017453292));
lVar8 = (longdouble)fsin((longdouble)(*(float *)(param_1 + 4) * 0.017453292));
fVar2 = (float)lVar8;
fVar3 = (float)lVar1;
lVar1 = (longdouble)fcos((longdouble)(*(float *)param_1 * 0.017453292));
lVar8 = (longdouble)fsin((longdouble)(*(float *)param_1 * 0.017453292));
fVar4 = (float)lVar8;
fVar5 = (float)lVar1;
lVar1 = (longdouble)fcos((longdouble)(*(float *)(param_1 + 8) * 0.017453292));
lVar8 = (longdouble)fsin((longdouble)(*(float *)(param_1 + 8) * 0.017453292));
fVar6 = (float)lVar8;
fVar7 = (float)lVar1;
*(float *)param_2 = fVar5 * fVar3;
*(float *)(param_2 + 0x10) = fVar5 * fVar2;
*(float *)(param_2 + 0x20) = -fVar4;
*(float *)(param_2 + 4) = fVar6 * fVar4 * fVar3 - fVar2 * fVar7;
*(float *)(param_2 + 0x14) = fVar6 * fVar4 * fVar2 + fVar7 * fVar3;
*(float *)(param_2 + 0x24) = fVar6 * fVar5;
*(float *)(param_2 + 0x28) = fVar5 * fVar7;
*(float *)(param_2 + 8) = fVar4 * fVar7 * fVar3 + fVar6 * fVar2;
*(float *)(param_2 + 0x18) = fVar2 * fVar4 * fVar7 - fVar3 * fVar6;
*(undefined4 *)(param_2 + 0xc) = 0;
*(undefined4 *)(param_2 + 0x1c) = 0;
*(undefined4 *)(param_2 + 0x2c) = 0;
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.