L L4D2node

QuaternionIdentityBlend

0x00275080 · 125 bytes · __cdecl

_Z23QuaternionIdentityBlendRK10QuaternionfRS_

Decompiled

undefined (3 params)

/* QuaternionIdentityBlend(Quaternion const&, float, Quaternion&) */

void QuaternionIdentityBlend(Quaternion *param_1,float param_2,Quaternion *param_3)

{
  float fVar1;
  
  fVar1 = 1.0 - param_2;
  *(float *)param_3 = *(float *)param_1 * fVar1;
  *(float *)(param_3 + 4) = *(float *)(param_1 + 4) * fVar1;
  *(float *)(param_3 + 8) = *(float *)(param_1 + 8) * fVar1;
  if (0.0 < *(float *)(param_3 + 0xc) || *(float *)(param_3 + 0xc) == 0.0) {
    *(float *)(param_3 + 0xc) = fVar1 * *(float *)(param_1 + 0xc) + param_2;
    QuaternionNormalize(param_3);
    return;
  }
  *(float *)(param_3 + 0xc) = fVar1 * *(float *)(param_1 + 0xc) - param_2;
  QuaternionNormalize(param_3);
  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)