L L4D2node

AngleVectors

0x000a1ec0 · 152 bytes · __cdecl

_Z12AngleVectorsRK6QAngleP6Vector

Decompiled

undefined (2 params)

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

void AngleVectors(QAngle *param_1,Vector *param_2)

{
  longdouble lVar1;
  longdouble lVar2;
  longdouble lVar3;
  longdouble lVar4;
  
  lVar1 = (longdouble)fcos((longdouble)(*(float *)(param_1 + 4) * 0.017453292));
  lVar3 = (longdouble)fsin((longdouble)(*(float *)(param_1 + 4) * 0.017453292));
  lVar2 = (longdouble)fcos((longdouble)(*(float *)param_1 * 0.017453292));
  lVar4 = (longdouble)fsin((longdouble)(*(float *)param_1 * 0.017453292));
  *(float *)param_2 = (float)lVar1 * (float)lVar2;
  *(float *)(param_2 + 4) = (float)lVar3 * (float)lVar2;
  *(float *)(param_2 + 8) = -(float)lVar4;
  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)