QuaternionLookAt
0x00275980 · 346 bytes · __cdecl
_Z16QuaternionLookAtRK6VectorS1_R10Quaternion
Decompiled
undefined (3 params)
/* QuaternionLookAt(Vector const&, Vector const&, Quaternion&) */
void QuaternionLookAt(Vector *param_1,Vector *param_2,Quaternion *param_3)
{
float fVar1;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
local_30 = *(float *)param_1;
local_2c = *(float *)(param_1 + 4);
local_28 = *(float *)(param_1 + 8);
VectorNormalize((Vector *)&local_30);
fVar1 = *(float *)(param_2 + 4) * local_2c + *(float *)param_2 * local_30 +
*(float *)(param_2 + 8) * local_28;
local_24 = *(float *)param_2 - local_30 * fVar1;
local_20 = *(float *)(param_2 + 4) - local_2c * fVar1;
local_1c = *(float *)(param_2 + 8) - fVar1 * local_28;
VectorNormalize((Vector *)&local_24);
local_18 = local_1c * local_2c - local_20 * local_28;
local_10 = local_20 * local_30 - local_2c * local_24;
local_14 = local_28 * local_24 - local_1c * local_30;
VectorNormalize((Vector *)&local_18);
*(float *)(param_3 + 8) = local_14 - local_30;
*(float *)(param_3 + 4) = local_24 - local_10;
*(float *)(param_3 + 0xc) = local_18 + local_2c + 1.0 + local_1c;
*(float *)param_3 = local_28 - local_20;
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.