L L4D2node

AngleVectors

0x00273130 · 374 bytes · __cdecl

_Z12AngleVectorsRK6QAngleP6VectorS3_S3_

Decompiled

undefined (4 params)

/* AngleVectors(QAngle const&, Vector*, Vector*, Vector*) */

void AngleVectors(QAngle *param_1,Vector *param_2,Vector *param_3,Vector *param_4)

{
  longdouble lVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  longdouble lVar8;
  float fVar9;
  
  lVar1 = (longdouble)fcos((longdouble)(*(float *)(param_1 + 4) * 0.017453292));
  lVar8 = (longdouble)fsin((longdouble)(*(float *)(param_1 + 4) * 0.017453292));
  fVar2 = (float)lVar8;
  fVar3 = (float)lVar1;
  lVar1 = (longdouble)fcos((longdouble)(*(float *)param_1 * 0.017453292));
  lVar8 = (longdouble)fsin((longdouble)(*(float *)param_1 * 0.017453292));
  fVar4 = (float)lVar8;
  fVar5 = (float)lVar1;
  lVar1 = (longdouble)fcos((longdouble)(*(float *)(param_1 + 8) * 0.017453292));
  lVar8 = (longdouble)fsin((longdouble)(*(float *)(param_1 + 8) * 0.017453292));
  fVar6 = (float)lVar8;
  fVar7 = (float)lVar1;
  if (param_2 != (Vector *)0x0) {
    *(float *)param_2 = fVar5 * fVar3;
    *(float *)(param_2 + 4) = fVar5 * fVar2;
    *(float *)(param_2 + 8) = -fVar4;
  }
  if (param_3 != (Vector *)0x0) {
    fVar9 = -fVar6 * fVar4;
    *(float *)param_3 = fVar9 * fVar3 + fVar7 * fVar2;
    *(float *)(param_3 + 4) = fVar9 * fVar2 - fVar7 * fVar3;
    *(float *)(param_3 + 8) = -fVar6 * fVar5;
  }
  if (param_4 != (Vector *)0x0) {
    *(float *)(param_4 + 8) = fVar7 * fVar5;
    *(float *)param_4 = fVar4 * fVar7 * fVar3 + fVar6 * fVar2;
    *(float *)(param_4 + 4) = fVar2 * fVar4 * fVar7 - fVar3 * fVar6;
  }
  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)