L L4D2node

UTIL_VecToYaw

0x0057f8b0 · 250 bytes · __cdecl

_Z13UTIL_VecToYawRK11matrix3x4_tRK6Vector

Decompiled

undefined (2 params)

/* UTIL_VecToYaw(matrix3x4_t const&, Vector const&) */

longdouble UTIL_VecToYaw(matrix3x4_t *param_1,Vector *param_2)

{
  longdouble lVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float local_18;
  float local_14;
  float local_10;
  
  local_18 = *(float *)param_2;
  local_14 = *(float *)(param_2 + 4);
  local_10 = *(float *)(param_2 + 8);
  VectorNormalize((Vector *)&local_18);
  fVar4 = *(float *)(param_1 + 0x10) * local_14 + *(float *)param_1 * local_18 +
          *(float *)(param_1 + 0x20) * local_10;
  fVar2 = local_14 * *(float *)(param_1 + 0x14) + local_18 * *(float *)(param_1 + 4) +
          local_10 * *(float *)(param_1 + 0x24);
  if ((fVar2 != 0.0) || (fVar3 = 0.0, fVar4 != 0.0)) {
    lVar1 = (longdouble)__atan2_finite((double)-fVar2,(double)fVar4);
    fVar3 = (float)lVar1 * 57.295776;
    if (fVar3 < 0.0) {
      return (longdouble)(fVar3 + 360.0);
    }
  }
  return (longdouble)fVar3;
}

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)