L L4D2node

BasisToQuaternion

0x002760a0 · 159 bytes · __cdecl

_Z17BasisToQuaternionRK6VectorS1_S1_R10Quaternion

Decompiled

undefined (4 params)

/* BasisToQuaternion(Vector const&, Vector const&, Vector const&, Quaternion&) */

void BasisToQuaternion(Vector *param_1,Vector *param_2,Vector *param_3,Quaternion *param_4)

{
  QAngle local_48 [12];
  undefined4 local_3c;
  uint local_38;
  undefined4 local_34;
  undefined4 local_2c;
  uint local_28;
  undefined4 local_24;
  undefined4 local_1c;
  uint local_18;
  undefined4 local_14;
  
  local_38 = *(uint *)param_2 ^ 0x80000000;
  local_28 = *(uint *)(param_2 + 4) ^ 0x80000000;
  local_18 = *(uint *)(param_2 + 8) ^ 0x80000000;
  local_3c = *(undefined4 *)param_1;
  local_2c = *(undefined4 *)(param_1 + 4);
  local_1c = *(undefined4 *)(param_1 + 8);
  local_34 = *(undefined4 *)param_3;
  local_24 = *(undefined4 *)(param_3 + 4);
  local_14 = *(undefined4 *)(param_3 + 8);
  MatrixAngles((matrix3x4_t *)&local_3c,(float *)local_48);
  AngleQuaternion(local_48,param_4);
  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)