L L4D2node

MatrixAngles

0x00bbe850 · 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 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)