L L4D2node

QuaternionBlendNoAlign

0x000a3e00 · 86 bytes · __cdecl

_Z22QuaternionBlendNoAlignRK10QuaternionS1_fRS_

Decompiled

undefined (4 params)

/* QuaternionBlendNoAlign(Quaternion const&, Quaternion const&, float, Quaternion&) */

void QuaternionBlendNoAlign
               (Quaternion *param_1,Quaternion *param_2,float param_3,Quaternion *param_4)

{
  int iVar1;
  
  iVar1 = 0;
  do {
    *(float *)(param_4 + iVar1 * 4) =
         *(float *)(param_2 + iVar1 * 4) * param_3 +
         *(float *)(param_1 + iVar1 * 4) * (1.0 - param_3);
    iVar1 = iVar1 + 1;
  } while (iVar1 != 4);
  QuaternionNormalize(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)