L L4D2node

RotationDeltaAxisAngle

0x00279770 · 127 bytes · __cdecl

_Z22RotationDeltaAxisAngleRK6QAngleS1_R6VectorRf

Decompiled

undefined (4 params)

/* RotationDeltaAxisAngle(QAngle const&, QAngle const&, Vector&, float&) */

void RotationDeltaAxisAngle(QAngle *param_1,QAngle *param_2,Vector *param_3,float *param_4)

{
  Quaternion local_5c [16];
  Quaternion local_4c [16];
  Quaternion local_3c [16];
  Quaternion local_2c [28];
  
  AngleQuaternion(param_1,local_5c);
  AngleQuaternion(param_2,local_4c);
  QuaternionScale(local_5c,-1.0,local_3c);
  QuaternionMult(local_4c,local_3c,local_2c);
  QuaternionNormalize(local_2c);
  QuaternionAxisAngle(local_2c,param_3,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)