VectorAngles
0x000a15e0 · 312 bytes · __cdecl
_Z12VectorAnglesPKfPf
Decompiled
undefined (2 params)
/* VectorAngles(float const*, float*) */
void VectorAngles(float *param_1,float *param_2)
{
longdouble lVar1;
float fVar2;
float fVar3;
float fVar4;
fVar2 = param_1[1];
fVar4 = *param_1;
if ((fVar2 == 0.0) && (fVar4 == 0.0)) {
fVar3 = 0.0;
fVar2 = (float)(~-(uint)(0.0 < param_1[2]) & 0x42b40000 | -(uint)(0.0 < param_1[2]) & 0x43870000
);
}
else {
lVar1 = (longdouble)__atan2_finite((double)fVar2,(double)fVar4,fVar4,fVar2);
fVar3 = (float)((double)lVar1 * 57.29577951308232);
if (fVar3 < 0.0) {
fVar3 = fVar3 + 360.0;
}
lVar1 = (longdouble)
__atan2_finite((double)-param_1[2],(double)SQRT(fVar4 * fVar4 + fVar2 * fVar2));
fVar2 = (float)((double)lVar1 * 57.29577951308232);
if (fVar2 < 0.0) {
fVar2 = fVar2 + 360.0;
}
}
*param_2 = fVar2;
param_2[1] = fVar3;
param_2[2] = 0.0;
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.