using CounterStrikeSharp.API.Core; using System.Numerics; using System.Runtime.CompilerServices; using System.Runtime.InteropServices; namespace CS2_SimpleAdminApi; public struct QAngle_t : IAdditionOperators, ISubtractionOperators, IMultiplyOperators, IDivisionOperators { public float X, Y, Z; public const int SIZE = 3; public unsafe float this[int i] { readonly get { if (i < 0 || i > SIZE) { throw new IndexOutOfRangeException(); } fixed (void* ptr = &this) { return Unsafe.Read(Unsafe.Add(ptr, i)); } } set { if (i < 0 || i > SIZE) { throw new IndexOutOfRangeException(); } fixed (void* ptr = &this) { Unsafe.Write(Unsafe.Add(ptr, i), value); } } } public QAngle_t() { } public unsafe QAngle_t(nint ptr) : this(MemoryMarshal.CreateReadOnlySpan(ref Unsafe.AsRef((void*)ptr), SIZE)) { } public QAngle_t(float x, float y, float z) { X = x; Y = y; Z = z; } public QAngle_t(ReadOnlySpan values) { if (values.Length < SIZE) { throw new ArgumentOutOfRangeException(nameof(values)); } this = Unsafe.ReadUnaligned(ref Unsafe.As(ref MemoryMarshal.GetReference(values))); } public unsafe (Vector_t fwd, Vector_t right, Vector_t up) AngleVectors() { Vector_t fwd = default, right = default, up = default; nint pFwd = (nint)Unsafe.AsPointer(ref fwd); nint pRight = (nint)Unsafe.AsPointer(ref right); nint pUp = (nint)Unsafe.AsPointer(ref up); fixed (void* ptr = &this) { NativeAPI.AngleVectors((nint)ptr, pFwd, pRight, pUp); } return ( fwd, right, up ); } public unsafe void AngleVectors(out Vector_t fwd, out Vector_t right, out Vector_t up) { fixed (void* ptr = &this, pFwd = &fwd, pRight = &right, pUp = &up) { NativeAPI.AngleVectors((nint)ptr, (nint)pFwd, (nint)pRight, (nint)pUp); } } public readonly override string ToString() { return $"{X:n2} {Y:n2} {Z:n2}"; } public static QAngle_t operator +(QAngle_t a, QAngle_t b) { return new QAngle_t(a.X + b.X, a.Y + b.Y, a.Z + b.Z); } public static QAngle_t operator -(QAngle_t a, QAngle_t b) { return new QAngle_t(a.X - b.X, a.Y - b.Y, a.Z - b.Z); } public static QAngle_t operator -(QAngle_t a) { return new QAngle_t(-a.X, -a.Y, -a.Z); } public static QAngle_t operator *(QAngle_t a, float b) { return new QAngle_t(a.X * b, a.Y * b, a.Z * b); } public static QAngle_t operator /(QAngle_t a, float b) { return new QAngle_t(a.X / b, a.Y / b, a.Z / b); } }