L L4D2node

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 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)