MatrixBuildRotateZ
0x00bc88d0 · 175 bytes · __cdecl
_Z18MatrixBuildRotateZR7VMatrixf
Decompiled
undefined (2 params)
/* MatrixBuildRotateZ(VMatrix&, float) */
void MatrixBuildRotateZ(VMatrix *param_1,float param_2)
{
float local_14;
float local_10 [2];
sincosf(param_2 * 0.017453292,local_10,&local_14);
*(float *)(param_1 + 0x10) = local_10[0];
*(float *)(param_1 + 4) = -local_10[0];
*(float *)param_1 = local_14;
*(undefined4 *)(param_1 + 8) = 0;
*(undefined4 *)(param_1 + 0xc) = 0;
*(float *)(param_1 + 0x14) = local_14;
*(undefined4 *)(param_1 + 0x18) = 0;
*(undefined4 *)(param_1 + 0x1c) = 0;
*(undefined4 *)(param_1 + 0x20) = 0;
*(undefined4 *)(param_1 + 0x24) = 0;
*(undefined4 *)(param_1 + 0x28) = 0x3f800000;
*(undefined4 *)(param_1 + 0x2c) = 0;
*(undefined4 *)(param_1 + 0x30) = 0;
*(undefined4 *)(param_1 + 0x34) = 0;
*(undefined4 *)(param_1 + 0x38) = 0;
*(undefined4 *)(param_1 + 0x3c) = 0x3f800000;
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.