L L4D2node

VMatrix::SetupMatrixOrgAngles

0x00bc7070 · 402 bytes · __thiscall

_ZN7VMatrix20SetupMatrixOrgAnglesERK6VectorRK6QAngle

Decompiled

undefined (3 params)

/* VMatrix::SetupMatrixOrgAngles(Vector const&, QAngle const&) */

void __thiscall VMatrix::SetupMatrixOrgAngles(VMatrix *this,Vector *param_1,QAngle *param_2)

{
  undefined4 uVar1;
  longdouble lVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  longdouble lVar9;
  
  lVar2 = (longdouble)fcos((longdouble)(*(float *)(param_2 + 4) * 0.017453292));
  lVar9 = (longdouble)fsin((longdouble)(*(float *)(param_2 + 4) * 0.017453292));
  fVar3 = (float)lVar9;
  fVar4 = (float)lVar2;
  lVar2 = (longdouble)fcos((longdouble)(*(float *)param_2 * 0.017453292));
  lVar9 = (longdouble)fsin((longdouble)(*(float *)param_2 * 0.017453292));
  fVar5 = (float)lVar9;
  fVar6 = (float)lVar2;
  lVar2 = (longdouble)fcos((longdouble)(*(float *)(param_2 + 8) * 0.017453292));
  lVar9 = (longdouble)fsin((longdouble)(*(float *)(param_2 + 8) * 0.017453292));
  fVar7 = (float)lVar9;
  fVar8 = (float)lVar2;
  *(float *)this = fVar6 * fVar4;
  *(float *)(this + 0x10) = fVar6 * fVar3;
  *(float *)(this + 0x20) = -fVar5;
  *(float *)(this + 4) = fVar7 * fVar5 * fVar4 - fVar3 * fVar8;
  *(float *)(this + 0x14) = fVar7 * fVar5 * fVar3 + fVar8 * fVar4;
  *(float *)(this + 0x24) = fVar7 * fVar6;
  *(float *)(this + 0x28) = fVar6 * fVar8;
  *(float *)(this + 8) = fVar5 * fVar8 * fVar4 + fVar7 * fVar3;
  *(float *)(this + 0x18) = fVar3 * fVar5 * fVar8 - fVar4 * fVar7;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0xc) = *(undefined4 *)param_1;
  *(undefined4 *)(this + 0x1c) = *(undefined4 *)(param_1 + 4);
  uVar1 = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x2c) = uVar1;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x3c) = 0x3f800000;
  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)