L L4D2node

MatrixToAngles

0x00bc7310 · 378 bytes · __cdecl

_Z14MatrixToAnglesRK7VMatrixR6QAngle

Decompiled

undefined (2 params)

/* MatrixToAngles(VMatrix const&, QAngle&) */

void MatrixToAngles(VMatrix *param_1,QAngle *param_2)

{
  float fVar1;
  float fVar2;
  uint uVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  longdouble lVar6;
  float fVar7;
  
  fVar1 = *(float *)param_1;
  fVar2 = *(float *)(param_1 + 0x10);
  uVar3 = *(uint *)(param_1 + 0x20);
  uVar4 = *(undefined4 *)(param_1 + 0x24);
  uVar5 = *(undefined4 *)(param_1 + 0x28);
  fVar7 = SQRT(fVar1 * fVar1 + fVar2 * fVar2);
  if (fVar7 <= 0.001) {
    lVar6 = (longdouble)
            __atan2f_finite(*(uint *)(param_1 + 4) ^ 0x80000000,*(undefined4 *)(param_1 + 0x14));
    *(float *)(param_2 + 4) = (float)lVar6 * 57.295776;
    lVar6 = (longdouble)__atan2f_finite(uVar3 ^ 0x80000000,fVar7);
    *(undefined4 *)(param_2 + 8) = 0;
    *(float *)param_2 = (float)lVar6 * 57.295776;
    return;
  }
  lVar6 = (longdouble)__atan2f_finite(fVar2,fVar1);
  *(float *)(param_2 + 4) = (float)lVar6 * 57.295776;
  lVar6 = (longdouble)__atan2f_finite(uVar3 ^ 0x80000000,fVar7);
  *(float *)param_2 = (float)lVar6 * 57.295776;
  lVar6 = (longdouble)__atan2f_finite(uVar4,uVar5);
  *(float *)(param_2 + 8) = (float)lVar6 * 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.



        

        

          

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

Return-type handling cheatsheet (DHookReturn)