QuaternionMatrix
0x00275ae0 · 412 bytes · __cdecl
_Z16QuaternionMatrixRK10QuaternionR11matrix3x4_t
Decompiled
undefined (2 params)
/* QuaternionMatrix(Quaternion const&, matrix3x4_t&) */
void QuaternionMatrix(Quaternion *param_1,matrix3x4_t *param_2)
{
float fVar1;
fVar1 = *(float *)(param_1 + 8) * *(float *)(param_1 + 8) +
*(float *)(param_1 + 4) * *(float *)(param_1 + 4);
*(float *)param_2 = 1.0 - (fVar1 + fVar1);
fVar1 = *(float *)(param_1 + 8) * *(float *)(param_1 + 0xc) +
*(float *)(param_1 + 4) * *(float *)param_1;
*(float *)(param_2 + 0x10) = fVar1 + fVar1;
fVar1 = *(float *)(param_1 + 8) * *(float *)param_1 -
*(float *)(param_1 + 4) * *(float *)(param_1 + 0xc);
*(float *)(param_2 + 0x20) = fVar1 + fVar1;
fVar1 = *(float *)(param_1 + 4) * *(float *)param_1 -
*(float *)(param_1 + 8) * *(float *)(param_1 + 0xc);
*(float *)(param_2 + 4) = fVar1 + fVar1;
fVar1 = *(float *)(param_1 + 8) * *(float *)(param_1 + 8) + *(float *)param_1 * *(float *)param_1;
*(float *)(param_2 + 0x14) = 1.0 - (fVar1 + fVar1);
fVar1 = *(float *)param_1 * *(float *)(param_1 + 0xc) +
*(float *)(param_1 + 8) * *(float *)(param_1 + 4);
*(float *)(param_2 + 0x24) = fVar1 + fVar1;
fVar1 = *(float *)(param_1 + 4) * *(float *)(param_1 + 0xc) +
*(float *)(param_1 + 8) * *(float *)param_1;
*(float *)(param_2 + 8) = fVar1 + fVar1;
fVar1 = *(float *)(param_1 + 8) * *(float *)(param_1 + 4) -
*(float *)param_1 * *(float *)(param_1 + 0xc);
*(float *)(param_2 + 0x18) = fVar1 + fVar1;
fVar1 = *(float *)param_1 * *(float *)param_1 + *(float *)(param_1 + 4) * *(float *)(param_1 + 4);
*(undefined4 *)(param_2 + 0xc) = 0;
*(undefined4 *)(param_2 + 0x1c) = 0;
*(undefined4 *)(param_2 + 0x2c) = 0;
*(float *)(param_2 + 0x28) = 1.0 - (fVar1 + fVar1);
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.