MatrixAngles
0x000a3c60 · 380 bytes · __cdecl
_Z12MatrixAnglesRK11matrix3x4_tR10QuaternionR6Vector
Decompiled
undefined (3 params)
/* MatrixAngles(matrix3x4_t const&, Quaternion&, Vector&) */
void MatrixAngles(matrix3x4_t *param_1,Quaternion *param_2,Vector *param_3)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
fVar1 = *(float *)param_1;
fVar2 = *(float *)(param_1 + 0x14);
fVar3 = *(float *)(param_1 + 0x28);
fVar5 = fVar1 + fVar2 + 1.0 + fVar3;
if (1.0000001 < fVar5) {
*(float *)param_2 = *(float *)(param_1 + 0x24) - *(float *)(param_1 + 0x18);
*(float *)(param_2 + 4) = *(float *)(param_1 + 8) - *(float *)(param_1 + 0x20);
fVar1 = *(float *)(param_1 + 0x10);
fVar2 = *(float *)(param_1 + 4);
*(float *)(param_2 + 0xc) = fVar5;
*(float *)(param_2 + 8) = fVar1 - fVar2;
}
else if ((fVar1 <= fVar2) || (fVar1 <= fVar3)) {
if (fVar3 < fVar2) {
*(float *)param_2 = *(float *)(param_1 + 0x10) + *(float *)(param_1 + 4);
*(float *)(param_2 + 4) = ((fVar2 - fVar1) - fVar3) + 1.0;
*(float *)(param_2 + 8) = *(float *)(param_1 + 0x18) + *(float *)(param_1 + 0x24);
*(float *)(param_2 + 0xc) = *(float *)(param_1 + 8) - *(float *)(param_1 + 0x20);
}
else {
*(float *)param_2 = *(float *)(param_1 + 0x20) + *(float *)(param_1 + 8);
fVar5 = *(float *)(param_1 + 0x18);
fVar4 = *(float *)(param_1 + 0x24);
*(float *)(param_2 + 8) = ((fVar3 - fVar1) - fVar2) + 1.0;
*(float *)(param_2 + 4) = fVar5 + fVar4;
*(float *)(param_2 + 0xc) = *(float *)(param_1 + 0x10) - *(float *)(param_1 + 4);
}
}
else {
*(float *)param_2 = ((fVar1 - fVar2) - fVar3) + 1.0;
*(float *)(param_2 + 4) = *(float *)(param_1 + 4) + *(float *)(param_1 + 0x10);
*(float *)(param_2 + 8) = *(float *)(param_1 + 0x20) + *(float *)(param_1 + 8);
*(float *)(param_2 + 0xc) = *(float *)(param_1 + 0x24) - *(float *)(param_1 + 0x18);
}
QuaternionNormalize(param_2);
*(undefined4 *)param_3 = *(undefined4 *)(param_1 + 0xc);
*(undefined4 *)(param_3 + 4) = *(undefined4 *)(param_1 + 0x1c);
*(undefined4 *)(param_3 + 8) = *(undefined4 *)(param_1 + 0x2c);
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.