L L4D2node

FixupAngles

0x006f7a70 · 212 bytes · __cdecl

_Z11FixupAnglesR6QAngle

Decompiled

undefined (1 param)

/* FixupAngles(QAngle&) */

void FixupAngles(QAngle *param_1)

{
  float fVar1;
  
  for (fVar1 = *(float *)param_1; fVar1 < 0.0; fVar1 = fVar1 + 360.0) {
  }
  for (; 360.0 < fVar1; fVar1 = fVar1 - 360.0) {
  }
  *(float *)param_1 = fVar1;
  for (fVar1 = *(float *)(param_1 + 4); fVar1 < 0.0; fVar1 = fVar1 + 360.0) {
  }
  for (; 360.0 < fVar1; fVar1 = fVar1 - 360.0) {
  }
  *(float *)(param_1 + 4) = fVar1;
  for (fVar1 = *(float *)(param_1 + 8); fVar1 < 0.0; fVar1 = fVar1 + 360.0) {
  }
  for (; 360.0 < fVar1; fVar1 = fVar1 - 360.0) {
  }
  *(float *)(param_1 + 8) = fVar1;
  return;
}

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)