L L4D2node

TransformAnglesToWorldSpace

0x000a2a40 · 76 bytes · __cdecl

_Z27TransformAnglesToWorldSpaceRK6QAngleRK11matrix3x4_t

Decompiled

undefined (2 params)

/* TransformAnglesToWorldSpace(QAngle const&, matrix3x4_t const&) */

QAngle * TransformAnglesToWorldSpace(QAngle *param_1,matrix3x4_t *param_2)

{
  matrix3x4_t *in_stack_0000000c;
  matrix3x4_t local_7c [48];
  matrix3x4_t local_4c [60];
  
  AngleMatrix((QAngle *)param_2,local_7c);
  ConcatTransforms(in_stack_0000000c,local_7c,local_4c);
  MatrixAngles(local_4c,(float *)param_1);
  return param_1;
}

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)