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 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.