L L4D2node

QuaternionAxisAngle

0x00275d40 · 129 bytes · __cdecl

_Z19QuaternionAxisAngleRK10QuaternionR6VectorRf

Decompiled

undefined (3 params)

/* QuaternionAxisAngle(Quaternion const&, Vector&, float&) */

void QuaternionAxisAngle(Quaternion *param_1,Vector *param_2,float *param_3)

{
  longdouble lVar1;
  float fVar2;
  
  lVar1 = (longdouble)__acos_finite((double)*(float *)(param_1 + 0xc));
  fVar2 = (float)((double)lVar1 + (double)lVar1) * 57.295776;
  if (180.0 < fVar2) {
    fVar2 = fVar2 - 360.0;
  }
  *param_3 = fVar2;
  *(undefined4 *)param_2 = *(undefined4 *)param_1;
  *(undefined4 *)(param_2 + 4) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(param_2 + 8) = *(undefined4 *)(param_1 + 8);
  VectorNormalize(param_2);
  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)