VectorAngles
0x000a2390 · 544 bytes · __cdecl
_Z12VectorAnglesRK6VectorS1_R6QAngle
Decompiled
undefined (3 params)
/* VectorAngles(Vector const&, Vector const&, QAngle&) */
void VectorAngles(Vector *param_1,Vector *param_2,QAngle *param_3)
{
float fVar1;
float fVar2;
longdouble lVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
float fVar8;
undefined1 auVar9 [16];
fVar1 = *(float *)(param_1 + 4);
fVar2 = *(float *)param_1;
fVar6 = *(float *)(param_1 + 8) * *(float *)(param_2 + 4) - fVar1 * *(float *)(param_2 + 8);
fVar5 = *(float *)(param_2 + 8) * fVar2 - *(float *)(param_1 + 8) * *(float *)param_2;
fVar7 = *(float *)param_2 * fVar1 - *(float *)(param_2 + 4) * fVar2;
fVar4 = fVar6 * fVar6 + fVar5 * fVar5 + 1.1920929e-07 + fVar7 * fVar7;
auVar9 = rsqrtss(ZEXT416((uint)fVar4),ZEXT416((uint)fVar4));
fVar8 = auVar9._0_4_;
fVar8 = fVar8 * 0.5 * (3.0 - fVar8 * fVar8 * fVar4);
fVar4 = SQRT(fVar1 * fVar1 + fVar2 * fVar2);
if (fVar4 <= 0.001) {
lVar3 = (longdouble)__atan2f_finite(-(fVar6 * fVar8),fVar5 * fVar8);
*(float *)(param_3 + 4) = (float)lVar3 * 57.295776;
lVar3 = (longdouble)__atan2f_finite(*(uint *)(param_1 + 8) ^ 0x80000000,fVar4);
*(undefined4 *)(param_3 + 8) = 0;
*(float *)param_3 = (float)lVar3 * 57.295776;
return;
}
lVar3 = (longdouble)__atan2f_finite(fVar1,fVar2);
*(float *)(param_3 + 4) = (float)lVar3 * 57.295776;
lVar3 = (longdouble)__atan2f_finite(*(uint *)(param_1 + 8) ^ 0x80000000,fVar4);
*(float *)param_3 = (float)lVar3 * 57.295776;
lVar3 = (longdouble)
__atan2f_finite(fVar7 * fVar8,
fVar5 * fVar8 * *(float *)param_1 -
fVar6 * fVar8 * *(float *)(param_1 + 4));
*(float *)(param_3 + 8) = (float)lVar3 * 57.295776;
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.