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 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.