L L4D2node

QuaternionAdd

0x00275220 · 101 bytes · __cdecl

_Z13QuaternionAddRK10QuaternionS1_RS_

Decompiled

undefined (3 params)

/* QuaternionAdd(Quaternion const&, Quaternion const&, Quaternion&) */

void QuaternionAdd(Quaternion *param_1,Quaternion *param_2,Quaternion *param_3)

{
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  QuaternionAlign(param_1,param_2,(Quaternion *)&local_1c);
  *(float *)param_3 = *(float *)param_1 + local_1c;
  *(float *)(param_3 + 4) = *(float *)(param_1 + 4) + local_18;
  *(float *)(param_3 + 8) = *(float *)(param_1 + 8) + local_14;
  *(float *)(param_3 + 0xc) = *(float *)(param_1 + 0xc) + local_10;
  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)