QuaternionInvert
0x000a3b20 · 169 bytes · __cdecl
_Z16QuaternionInvertRK10QuaternionRS_
Decompiled
undefined (2 params)
/* QuaternionInvert(Quaternion const&, Quaternion&) */
void QuaternionInvert(Quaternion *param_1,Quaternion *param_2)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
fVar1 = *(float *)param_1;
*(float *)param_2 = -fVar1;
fVar2 = *(float *)(param_1 + 4);
*(float *)(param_2 + 4) = -fVar2;
fVar3 = *(float *)(param_1 + 8);
*(float *)(param_2 + 8) = -fVar3;
fVar4 = *(float *)(param_1 + 0xc);
*(float *)(param_2 + 0xc) = fVar4;
fVar5 = *(float *)(param_1 + 4) * *(float *)(param_1 + 4) + *(float *)param_1 * *(float *)param_1
+ *(float *)(param_1 + 8) * *(float *)(param_1 + 8) +
*(float *)(param_1 + 0xc) * *(float *)(param_1 + 0xc);
if (fVar5 != 0.0) {
fVar5 = 1.0 / fVar5;
*(float *)param_2 = -fVar1 * fVar5;
*(float *)(param_2 + 4) = -fVar2 * fVar5;
*(float *)(param_2 + 8) = -fVar3 * fVar5;
*(float *)(param_2 + 0xc) = fVar4 * fVar5;
}
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.