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 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.