L L4D2node

AngleIMatrix

0x00bbd990 · 100 bytes · __cdecl

_Z12AngleIMatrixRK6QAngleRK6VectorR11matrix3x4_t

Decompiled

undefined (3 params)

/* AngleIMatrix(QAngle const&, Vector const&, matrix3x4_t&) */

void AngleIMatrix(QAngle *param_1,Vector *param_2,matrix3x4_t *param_3)

{
  float local_18;
  uint local_14;
  uint local_10;
  
  AngleIMatrix(param_1,param_3);
  VectorRotate((float *)param_2,param_3,&local_18);
  *(uint *)(param_3 + 0x1c) = local_14 ^ 0x80000000;
  *(uint *)(param_3 + 0x2c) = local_10 ^ 0x80000000;
  *(float *)(param_3 + 0xc) = -local_18;
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)