L L4D2node

VectorYawRotate

0x00274660 · 178 bytes · __cdecl

_Z15VectorYawRotateRK6VectorfRS_

Decompiled

undefined (3 params)

/* VectorYawRotate(Vector const&, float, Vector&) */

void VectorYawRotate(Vector *param_1,float param_2,Vector *param_3)

{
  longdouble lVar1;
  longdouble lVar2;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  if (param_1 != param_3) {
    lVar1 = (longdouble)fcos((longdouble)(param_2 * 0.017453292));
    lVar2 = (longdouble)fsin((longdouble)(param_2 * 0.017453292));
    *(float *)param_3 = *(float *)param_1 * (float)lVar1 - *(float *)(param_1 + 4) * (float)lVar2;
    *(float *)(param_3 + 4) =
         (float)lVar1 * *(float *)(param_1 + 4) + (float)lVar2 * *(float *)param_1;
    *(undefined4 *)(param_3 + 8) = *(undefined4 *)(param_1 + 8);
    return;
  }
  local_18 = *(undefined4 *)param_1;
  local_14 = *(undefined4 *)(param_1 + 4);
  local_10 = *(undefined4 *)(param_1 + 8);
  VectorYawRotate((Vector *)&local_18,param_2,param_1);
  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)