VectorIRotate
0x00bbba30 · 138 bytes · __cdecl
_Z13VectorIRotatePKfRK11matrix3x4_tPf
Decompiled
undefined (3 params)
/* VectorIRotate(float const*, matrix3x4_t const&, float*) */
void VectorIRotate(float *param_1,matrix3x4_t *param_2,float *param_3)
{
*param_3 = param_1[1] * *(float *)(param_2 + 0x10) + *param_1 * *(float *)param_2 +
param_1[2] * *(float *)(param_2 + 0x20);
param_3[1] = param_1[1] * *(float *)(param_2 + 0x14) + *param_1 * *(float *)(param_2 + 4) +
param_1[2] * *(float *)(param_2 + 0x24);
param_3[2] = param_1[1] * *(float *)(param_2 + 0x18) + *param_1 * *(float *)(param_2 + 8) +
param_1[2] * *(float *)(param_2 + 0x28);
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.