L L4D2node

VectorAngles

0x00bbcf80 · 544 bytes · __cdecl

_Z12VectorAnglesRK6VectorS1_R6QAngle

Decompiled

undefined (3 params)

/* VectorAngles(Vector const&, Vector const&, QAngle&) */

void VectorAngles(Vector *param_1,Vector *param_2,QAngle *param_3)

{
  float fVar1;
  float fVar2;
  longdouble lVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  undefined1 auVar9 [16];
  
  fVar1 = *(float *)(param_1 + 4);
  fVar2 = *(float *)param_1;
  fVar6 = *(float *)(param_1 + 8) * *(float *)(param_2 + 4) - fVar1 * *(float *)(param_2 + 8);
  fVar5 = *(float *)(param_2 + 8) * fVar2 - *(float *)(param_1 + 8) * *(float *)param_2;
  fVar7 = *(float *)param_2 * fVar1 - *(float *)(param_2 + 4) * fVar2;
  fVar4 = fVar6 * fVar6 + fVar5 * fVar5 + 1.1920929e-07 + fVar7 * fVar7;
  auVar9 = rsqrtss(ZEXT416((uint)fVar4),ZEXT416((uint)fVar4));
  fVar8 = auVar9._0_4_;
  fVar8 = fVar8 * 0.5 * (3.0 - fVar8 * fVar8 * fVar4);
  fVar4 = SQRT(fVar1 * fVar1 + fVar2 * fVar2);
  if (fVar4 <= 0.001) {
    lVar3 = (longdouble)__atan2f_finite(-(fVar6 * fVar8),fVar5 * fVar8);
    *(float *)(param_3 + 4) = (float)lVar3 * 57.295776;
    lVar3 = (longdouble)__atan2f_finite(*(uint *)(param_1 + 8) ^ 0x80000000,fVar4);
    *(undefined4 *)(param_3 + 8) = 0;
    *(float *)param_3 = (float)lVar3 * 57.295776;
    return;
  }
  lVar3 = (longdouble)__atan2f_finite(fVar1,fVar2);
  *(float *)(param_3 + 4) = (float)lVar3 * 57.295776;
  lVar3 = (longdouble)__atan2f_finite(*(uint *)(param_1 + 8) ^ 0x80000000,fVar4);
  *(float *)param_3 = (float)lVar3 * 57.295776;
  lVar3 = (longdouble)
          __atan2f_finite(fVar7 * fVar8,
                          fVar5 * fVar8 * *(float *)param_1 -
                          fVar6 * fVar8 * *(float *)(param_1 + 4));
  *(float *)(param_3 + 8) = (float)lVar3 * 57.295776;
  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.



        

        

          

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