RotatePosition
0x00b42b00 · 220 bytes · __cdecl
_Z14RotatePosition6Vector6QAngleS_
Decompiled
undefined (3 params)
/* RotatePosition(Vector, QAngle, Vector) */
undefined1 * RotatePosition(void)
{
int iVar1;
float in_stack_0000001c;
float in_stack_00000020;
float in_stack_00000024;
float local_4c;
float local_48;
float local_44;
float local_3c;
float local_38;
float local_34;
float local_2c;
float local_28;
float local_24;
if (RotatePosition(Vector,QAngle,Vector)::vecRotated == '\0') {
iVar1 = __cxa_guard_acquire(&RotatePosition(Vector,QAngle,Vector)::vecRotated);
if (iVar1 != 0) {
__cxa_guard_release(&RotatePosition(Vector,QAngle,Vector)::vecRotated);
}
}
VMatrix::SetupMatrixOrgAngles
((VMatrix *)&local_4c,(Vector *)&stack0x00000004,(QAngle *)&stack0x00000010);
RotatePosition(Vector,QAngle,Vector)::vecRotated._8_4_ =
local_28 * in_stack_00000020 + local_2c * in_stack_0000001c + local_24 * in_stack_00000024;
RotatePosition(Vector,QAngle,Vector)::vecRotated._4_4_ =
local_38 * in_stack_00000020 + local_3c * in_stack_0000001c + local_34 * in_stack_00000024;
RotatePosition(Vector,QAngle,Vector)::vecRotated._0_4_ =
in_stack_00000020 * local_48 + in_stack_0000001c * local_4c + in_stack_00000024 * local_44;
return RotatePosition(Vector,QAngle,Vector)::vecRotated;
}
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.