QuaternionMult
0x002752e0 · 329 bytes · __cdecl
_Z14QuaternionMultRK10QuaternionS1_RS_
Decompiled
undefined (3 params)
/* QuaternionMult(Quaternion const&, Quaternion const&, Quaternion&) */
void QuaternionMult(Quaternion *param_1,Quaternion *param_2,Quaternion *param_3)
{
float local_1c;
float local_18;
float local_14;
float local_10;
if (param_1 != param_3) {
QuaternionAlign(param_1,param_2,(Quaternion *)&local_1c);
*(float *)param_3 =
(*(float *)(param_1 + 4) * local_14 + *(float *)param_1 * local_10 +
*(float *)(param_1 + 0xc) * local_1c) - *(float *)(param_1 + 8) * local_18;
*(float *)(param_3 + 4) =
(*(float *)(param_1 + 8) * local_1c + *(float *)(param_1 + 4) * local_10 +
*(float *)(param_1 + 0xc) * local_18) - *(float *)param_1 * local_14;
*(float *)(param_3 + 8) =
(*(float *)(param_1 + 8) * local_10 + *(float *)param_1 * local_18 +
*(float *)(param_1 + 0xc) * local_14) - *(float *)(param_1 + 4) * local_1c;
*(float *)(param_3 + 0xc) =
((-*(float *)param_1 * local_1c - local_14 * *(float *)(param_1 + 8)) +
local_10 * *(float *)(param_1 + 0xc)) - local_18 * *(float *)(param_1 + 4);
return;
}
local_1c = *(float *)param_1;
local_18 = *(float *)(param_1 + 4);
local_14 = *(float *)(param_1 + 8);
local_10 = *(float *)(param_1 + 0xc);
QuaternionMult((Quaternion *)&local_1c,param_2,param_1);
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.