L L4D2node

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 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)