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 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.