L L4D2node

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 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)