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 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.