UTIL_VecToPitch
0x0057f9c0 · 179 bytes · __cdecl
_Z15UTIL_VecToPitchRK11matrix3x4_tRK6Vector
Decompiled
undefined (2 params)
/* UTIL_VecToPitch(matrix3x4_t const&, Vector const&) */
longdouble UTIL_VecToPitch(matrix3x4_t *param_1,Vector *param_2)
{
longdouble lVar1;
float fVar2;
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);
lVar1 = (longdouble)VectorNormalize((Vector *)&local_18);
if (0.0 < (float)lVar1) {
lVar1 = (longdouble)
__asinf_finite(-(*(float *)(param_1 + 0x18) * local_14 +
*(float *)(param_1 + 8) * local_18 +
*(float *)(param_1 + 0x28) * local_10));
fVar2 = (float)lVar1 * 57.295776;
if (fVar2 < 0.0) {
fVar2 = fVar2 + 360.0;
}
return (longdouble)fVar2;
}
return (longdouble)0.0;
}
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.