L L4D2node

QuaternionNormalize

0x000a3bd0 · 138 bytes · __cdecl

_Z19QuaternionNormalizeR10Quaternion

Decompiled

undefined (1 param)

/* QuaternionNormalize(Quaternion&) */

longdouble QuaternionNormalize(Quaternion *param_1)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  
  fVar1 = *(float *)param_1;
  fVar2 = *(float *)(param_1 + 4);
  fVar3 = *(float *)(param_1 + 8);
  fVar4 = *(float *)(param_1 + 0xc);
  fVar5 = fVar2 * fVar2 + fVar1 * fVar1 + fVar3 * fVar3 + fVar4 * fVar4;
  if (fVar5 != 0.0) {
    fVar5 = SQRT(fVar5);
    fVar6 = 1.0 / fVar5;
    *(float *)(param_1 + 0xc) = fVar4 * fVar6;
    *(float *)(param_1 + 8) = fVar3 * fVar6;
    *(float *)(param_1 + 4) = fVar2 * fVar6;
    *(float *)param_1 = fVar6 * fVar1;
  }
  return (longdouble)fVar5;
}

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)