L L4D2node

QuaternionAverageExponential

0x002757e0 · 391 bytes · __cdecl

_Z28QuaternionAverageExponentialR10QuaternioniPKS_PKf

Decompiled

undefined (4 params)

/* QuaternionAverageExponential(Quaternion&, int, Quaternion const*, float const*) */

void QuaternionAverageExponential
               (Quaternion *param_1,int param_2,Quaternion *param_3,float *param_4)

{
  int iVar1;
  int iVar2;
  Quaternion *pQVar3;
  float fVar4;
  float local_58;
  float local_4c [4];
  Quaternion local_3c [16];
  Quaternion local_2c [28];
  
  if (param_2 == 1) {
    *(undefined4 *)param_1 = *(undefined4 *)param_3;
    *(undefined4 *)(param_1 + 4) = *(undefined4 *)(param_3 + 4);
    *(undefined4 *)(param_1 + 8) = *(undefined4 *)(param_3 + 8);
    *(undefined4 *)(param_1 + 0xc) = *(undefined4 *)(param_3 + 0xc);
    return;
  }
  if (param_2 < 1) {
    local_4c[0] = 0.0;
    local_4c[1] = 0.0;
    local_4c[2] = 0.0;
    local_4c[3] = 0.0;
  }
  else {
    iVar1 = 0;
    local_58 = 0.0;
    do {
      while (param_4 != (float *)0x0) {
        local_58 = local_58 + param_4[iVar1];
        iVar1 = iVar1 + 1;
        if (iVar1 == param_2) goto LAB_00275840;
      }
      iVar1 = iVar1 + 1;
      local_58 = local_58 + 1.0;
    } while (iVar1 != param_2);
LAB_00275840:
    if (local_58 <= 0.0) {
      local_58 = 1.0;
    }
    else {
      local_58 = 1.0 / local_58;
    }
    local_4c[0] = 0.0;
    iVar1 = 0;
    local_4c[1] = 0.0;
    local_4c[2] = 0.0;
    local_4c[3] = 0.0;
    pQVar3 = param_3;
    do {
      fVar4 = local_58;
      if (param_4 != (float *)0x0) {
        fVar4 = local_58 * param_4[iVar1];
      }
      QuaternionAlign(param_3,pQVar3,local_3c);
      QuaternionLn(local_3c,local_2c);
      iVar2 = 0;
      do {
        local_4c[iVar2] = *(float *)(local_2c + iVar2 * 4) * fVar4 + local_4c[iVar2];
        iVar2 = iVar2 + 1;
      } while (iVar2 != 4);
      iVar1 = iVar1 + 1;
      pQVar3 = pQVar3 + 0x10;
    } while (iVar1 != param_2);
  }
  QuaternionExp((Quaternion *)local_4c,param_1);
  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)