VectorYawRotate
0x00bbe080 · 178 bytes · __cdecl
_Z15VectorYawRotateRK6VectorfRS_
Decompiled
undefined (3 params)
/* VectorYawRotate(Vector const&, float, Vector&) */
void VectorYawRotate(Vector *param_1,float param_2,Vector *param_3)
{
longdouble lVar1;
longdouble lVar2;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
if (param_1 != param_3) {
lVar1 = (longdouble)fcos((longdouble)(param_2 * 0.017453292));
lVar2 = (longdouble)fsin((longdouble)(param_2 * 0.017453292));
*(float *)param_3 = *(float *)param_1 * (float)lVar1 - *(float *)(param_1 + 4) * (float)lVar2;
*(float *)(param_3 + 4) =
(float)lVar1 * *(float *)(param_1 + 4) + (float)lVar2 * *(float *)param_1;
*(undefined4 *)(param_3 + 8) = *(undefined4 *)(param_1 + 8);
return;
}
local_18 = *(undefined4 *)param_1;
local_14 = *(undefined4 *)(param_1 + 4);
local_10 = *(undefined4 *)(param_1 + 8);
VectorYawRotate((Vector *)&local_18,param_2,param_1);
return;
}
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.