L L4D2node

RotationDelta

0x00bc3210 · 174 bytes · __cdecl

_Z13RotationDeltaRK6QAngleS1_PS_

Decompiled

undefined (3 params)

/* RotationDelta(QAngle const&, QAngle const&, QAngle*) */

void RotationDelta(QAngle *param_1,QAngle *param_2,QAngle *param_3)

{
  float local_e8;
  undefined4 local_e4;
  undefined4 local_e0;
  matrix3x4_t local_dc [48];
  matrix3x4_t local_ac [48];
  matrix3x4_t local_7c [48];
  matrix3x4_t local_4c [60];
  
  AngleMatrix(param_1,local_dc);
  AngleMatrix(param_2,local_7c);
  MatrixInvert(local_dc,local_ac);
  ConcatTransforms(local_7c,local_ac,local_4c);
  MatrixAngles(local_4c,&local_e8);
  if (param_3 != (QAngle *)0x0) {
    *(float *)param_3 = local_e8;
    *(undefined4 *)(param_3 + 4) = local_e4;
    *(undefined4 *)(param_3 + 8) = local_e0;
  }
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)