L L4D2node

UTIL_VecToPitch

0x0057f840 · 105 bytes · __cdecl

_Z15UTIL_VecToPitchRK6Vector

Decompiled

undefined (1 param)

/* UTIL_VecToPitch(Vector const&) */

longdouble UTIL_VecToPitch(Vector *param_1)

{
  longdouble lVar1;
  float fVar2;
  undefined4 local_18;
  undefined4 local_14;
  uint local_10;
  
  local_18 = *(undefined4 *)param_1;
  local_14 = *(undefined4 *)(param_1 + 4);
  local_10 = *(uint *)(param_1 + 8);
  lVar1 = (longdouble)VectorNormalize((Vector *)&local_18);
  fVar2 = 0.0;
  if (0.0 < (float)lVar1) {
    lVar1 = (longdouble)__asinf_finite(local_10 ^ 0x80000000);
    fVar2 = (float)lVar1 * 57.295776;
  }
  return (longdouble)fVar2;
}

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)