SetupLightNormalFromProps
0x00592bc0 · 374 bytes · __cdecl
_Z25SetupLightNormalFromPropsRK6QAngleffR6Vector
Decompiled
undefined (4 params)
/* SetupLightNormalFromProps(QAngle const&, float, float, Vector&) */
void SetupLightNormalFromProps(QAngle *param_1,float param_2,float param_3,Vector *param_4)
{
float fVar1;
float local_30;
double local_2c;
double local_24 [2];
fVar1 = 0.0;
if (param_2 == -1.0) {
*(undefined4 *)(param_4 + 4) = 0;
*(undefined4 *)param_4 = 0;
*(undefined4 *)(param_4 + 8) = 0x3f800000;
}
else {
if (param_2 != -2.0) {
if (param_2 == 0.0) {
param_2 = *(float *)(param_1 + 4);
}
*(undefined4 *)(param_4 + 8) = 0;
sincos((double)(param_2 * 0.0055555557) * 3.141592653589793,local_24,&local_2c);
fVar1 = (float)local_2c;
*(float *)param_4 = fVar1;
local_30 = (float)local_24[0];
*(float *)(param_4 + 4) = local_30;
goto LAB_00592c18;
}
*(undefined4 *)(param_4 + 4) = 0;
*(undefined4 *)param_4 = 0;
*(undefined4 *)(param_4 + 8) = 0xbf800000;
}
local_30 = 0.0;
LAB_00592c18:
if (param_3 == 0.0) {
param_3 = *(float *)param_1;
}
sincos((double)(param_3 * 0.0055555557) * 3.141592653589793,local_24,&local_2c);
*(float *)(param_4 + 8) = (float)local_24[0];
*(float *)param_4 = fVar1 * (float)local_2c;
*(float *)(param_4 + 4) = (float)local_2c * local_30;
return;
}
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.