L L4D2node

QuaternionAngleDiff

0x000a4260 · 228 bytes · __cdecl

_Z19QuaternionAngleDiffRK10QuaternionS1_

Decompiled

undefined (2 params)

/* QuaternionAngleDiff(Quaternion const&, Quaternion const&) */

longdouble QuaternionAngleDiff(Quaternion *param_1,Quaternion *param_2)

{
  longdouble lVar1;
  float fVar2;
  uint local_2c;
  uint local_28;
  uint local_24;
  undefined4 local_20;
  float local_1c;
  float local_18;
  float local_14;
  
  local_2c = *(uint *)param_2 ^ 0x80000000;
  local_28 = *(uint *)(param_2 + 4) ^ 0x80000000;
  local_24 = *(uint *)(param_2 + 8) ^ 0x80000000;
  local_20 = *(undefined4 *)(param_2 + 0xc);
  QuaternionMult(param_1,(Quaternion *)&local_2c,(Quaternion *)&local_1c);
  fVar2 = local_18 * local_18 + local_1c * local_1c + local_14 * local_14;
  if (1.0 < fVar2) {
    return (longdouble)180.0;
  }
  lVar1 = (longdouble)__asin_finite((double)SQRT(fVar2));
  return (longdouble)((float)((double)lVar1 + (double)lVar1) * 57.295776);
}

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)