AngleVectors
0x00273090 · 152 bytes · __cdecl
_Z12AngleVectorsRK6QAngleP6Vector
Decompiled
undefined (2 params)
/* AngleVectors(QAngle const&, Vector*) */
void AngleVectors(QAngle *param_1,Vector *param_2)
{
longdouble lVar1;
longdouble lVar2;
longdouble lVar3;
longdouble lVar4;
lVar1 = (longdouble)fcos((longdouble)(*(float *)(param_1 + 4) * 0.017453292));
lVar3 = (longdouble)fsin((longdouble)(*(float *)(param_1 + 4) * 0.017453292));
lVar2 = (longdouble)fcos((longdouble)(*(float *)param_1 * 0.017453292));
lVar4 = (longdouble)fsin((longdouble)(*(float *)param_1 * 0.017453292));
*(float *)param_2 = (float)lVar1 * (float)lVar2;
*(float *)(param_2 + 4) = (float)lVar3 * (float)lVar2;
*(float *)(param_2 + 8) = -(float)lVar4;
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.