AngleQuaternion
0x00275e40 · 291 bytes · __cdecl
_Z15AngleQuaternionRK11RadianEulerR10Quaternion
Decompiled
undefined (2 params)
/* AngleQuaternion(RadianEuler const&, Quaternion&) */
void AngleQuaternion(RadianEuler *param_1,Quaternion *param_2)
{
longdouble lVar1;
float fVar2;
float fVar3;
longdouble lVar4;
longdouble lVar5;
longdouble lVar6;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
lVar1 = (longdouble)fcos((longdouble)(*(float *)(param_1 + 8) * 0.5));
lVar4 = (longdouble)fsin((longdouble)(*(float *)(param_1 + 8) * 0.5));
fVar2 = (float)lVar4;
fVar3 = (float)lVar1;
lVar1 = (longdouble)fcos((longdouble)(*(float *)(param_1 + 4) * 0.5));
lVar5 = (longdouble)fsin((longdouble)(*(float *)(param_1 + 4) * 0.5));
lVar4 = (longdouble)fcos((longdouble)(*(float *)param_1 * 0.5));
lVar6 = (longdouble)fsin((longdouble)(*(float *)param_1 * 0.5));
fVar9 = (float)lVar4 * (float)lVar5;
fVar10 = (float)lVar6 * (float)lVar1;
fVar8 = (float)lVar1 * (float)lVar4;
*(float *)param_2 = fVar10 * fVar3 - fVar9 * fVar2;
fVar7 = (float)lVar6 * (float)lVar5;
*(float *)(param_2 + 4) = fVar10 * fVar2 + fVar9 * fVar3;
*(float *)(param_2 + 0xc) = fVar2 * fVar7 + fVar8 * fVar3;
*(float *)(param_2 + 8) = fVar8 * fVar2 - fVar7 * fVar3;
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.