L L4D2node

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 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)