L L4D2node

AngleQuaternion

0x000a4da0 · 291 bytes · __cdecl

_Z15AngleQuaternionRK6QAngleR10Quaternion

Decompiled

undefined (2 params)

/* AngleQuaternion(QAngle const&, Quaternion&) */

void AngleQuaternion(QAngle *param_1,Quaternion *param_2)

{
  longdouble lVar1;
  float fVar2;
  float fVar3;
  longdouble lVar4;
  longdouble lVar5;
  longdouble lVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  
  lVar1 = (longdouble)fcos((longdouble)(*(float *)(param_1 + 4) * 0.008726646));
  lVar4 = (longdouble)fsin((longdouble)(*(float *)(param_1 + 4) * 0.008726646));
  fVar2 = (float)lVar4;
  fVar3 = (float)lVar1;
  lVar1 = (longdouble)fcos((longdouble)(*(float *)param_1 * 0.008726646));
  lVar5 = (longdouble)fsin((longdouble)(*(float *)param_1 * 0.008726646));
  lVar4 = (longdouble)fcos((longdouble)(*(float *)(param_1 + 8) * 0.008726646));
  lVar6 = (longdouble)fsin((longdouble)(*(float *)(param_1 + 8) * 0.008726646));
  fVar9 = (float)lVar4 * (float)lVar5;
  fVar10 = (float)lVar6 * (float)lVar1;
  fVar8 = (float)lVar1 * (float)lVar4;
  *(float *)param_2 = fVar10 * fVar3 - fVar9 * fVar2;
  fVar7 = (float)lVar6 * (float)lVar5;
  *(float *)(param_2 + 4) = fVar10 * fVar2 + fVar9 * fVar3;
  *(float *)(param_2 + 0xc) = fVar2 * fVar7 + fVar8 * fVar3;
  *(float *)(param_2 + 8) = fVar8 * fVar2 - fVar7 * fVar3;
  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)