ComputeRotSpeedToAlignAxes
0x007a51d0 · 422 bytes · __cdecl
_Z26ComputeRotSpeedToAlignAxesRK6VectorS1_S1_fff
Decompiled
undefined (6 params)
/* ComputeRotSpeedToAlignAxes(Vector const&, Vector const&, Vector const&, float, float, float) */
Vector * ComputeRotSpeedToAlignAxes
(Vector *param_1,Vector *param_2,Vector *param_3,float param_4,float param_5,
float param_6)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
longdouble lVar5;
float fVar6;
float fVar7;
float in_stack_0000001c;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
fVar6 = *(float *)(param_2 + 8);
fVar7 = *(float *)(param_3 + 8);
fVar1 = *(float *)(param_2 + 4);
fVar2 = *(float *)(param_3 + 4);
fVar3 = *(float *)param_2;
fVar4 = *(float *)param_3;
local_24 = fVar7 * fVar1 - fVar6 * fVar2;
local_20 = fVar6 * fVar4 - fVar7 * fVar3;
local_1c = fVar2 * fVar3 - fVar4 * fVar1;
lVar5 = (longdouble)VectorNormalize((Vector *)&local_24);
lVar5 = (longdouble)
__atan2_finite((double)(float)lVar5,
(double)(fVar2 * fVar1 + fVar3 * fVar4 + fVar6 * fVar7));
fVar7 = (float)lVar5 * 57.295776;
fVar6 = (*(float *)((int)param_4 + 4) * local_20 + *(float *)param_4 * local_24 +
*(float *)((int)param_4 + 8) * local_1c) * param_5;
local_18 = param_6 * local_24 * fVar7 - local_24 * fVar6;
local_10 = param_6 * local_1c * fVar7 - fVar6 * local_1c;
local_14 = param_6 * local_20 * fVar7 - local_20 * fVar6;
lVar5 = (longdouble)VectorNormalize((Vector *)&local_18);
fVar6 = (float)lVar5;
if (in_stack_0000001c <= (float)lVar5) {
fVar6 = in_stack_0000001c;
}
*(float *)param_1 = local_18 * fVar6;
*(float *)(param_1 + 4) = local_14 * fVar6;
*(float *)(param_1 + 8) = fVar6 * local_10;
return param_1;
}
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.