L L4D2node

MatrixBuildRotationAboutAxis

0x00bbd240 · 376 bytes · __cdecl

_Z28MatrixBuildRotationAboutAxisRK6VectorfR11matrix3x4_t

Decompiled

undefined (3 params)

/* MatrixBuildRotationAboutAxis(Vector const&, float, matrix3x4_t&) */

void MatrixBuildRotationAboutAxis(Vector *param_1,float param_2,matrix3x4_t *param_3)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float local_14;
  float local_10;
  
  sincosf(param_2 * 0.017453292,&local_10,&local_14);
  fVar2 = *(float *)param_1 * *(float *)param_1;
  fVar5 = *(float *)(param_1 + 4) * *(float *)(param_1 + 4);
  fVar4 = *(float *)(param_1 + 8) * *(float *)(param_1 + 8);
  fVar3 = 1.0 - local_14;
  *(float *)param_3 = (1.0 - fVar2) * local_14 + fVar2;
  *(float *)(param_3 + 0x10) =
       *(float *)(param_1 + 4) * *(float *)param_1 * fVar3 + *(float *)(param_1 + 8) * local_10;
  *(float *)(param_3 + 0x20) =
       *(float *)param_1 * *(float *)(param_1 + 8) * fVar3 - *(float *)(param_1 + 4) * local_10;
  *(float *)(param_3 + 4) =
       *(float *)(param_1 + 4) * *(float *)param_1 * fVar3 - *(float *)(param_1 + 8) * local_10;
  *(float *)(param_3 + 0x14) = (1.0 - fVar5) * local_14 + fVar5;
  *(float *)(param_3 + 0x24) =
       *(float *)(param_1 + 8) * *(float *)(param_1 + 4) * fVar3 + *(float *)param_1 * local_10;
  *(float *)(param_3 + 8) =
       *(float *)param_1 * *(float *)(param_1 + 8) * fVar3 + *(float *)(param_1 + 4) * local_10;
  fVar2 = *(float *)(param_1 + 8);
  fVar5 = *(float *)param_1;
  fVar1 = *(float *)(param_1 + 4);
  *(float *)(param_3 + 0x28) = (1.0 - fVar4) * local_14 + fVar4;
  *(float *)(param_3 + 0x18) = fVar2 * fVar1 * fVar3 - local_10 * fVar5;
  *(undefined4 *)(param_3 + 0xc) = 0;
  *(undefined4 *)(param_3 + 0x1c) = 0;
  *(undefined4 *)(param_3 + 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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)