L L4D2node

QuaternionAngles

0x000a4fa0 · 92 bytes · __cdecl

_Z16QuaternionAnglesRK10QuaternionR11RadianEuler

Decompiled

undefined (2 params)

/* QuaternionAngles(Quaternion const&, RadianEuler&) */

void QuaternionAngles(Quaternion *param_1,RadianEuler *param_2)

{
  float fVar1;
  matrix3x4_t local_3c [48];
  
  QuaternionMatrix(param_1,local_3c);
  MatrixAngles(local_3c,(float *)param_2);
  fVar1 = *(float *)(param_2 + 8);
  *(float *)(param_2 + 8) = *(float *)(param_2 + 4) * 0.017453292;
  *(float *)(param_2 + 4) = *(float *)param_2 * 0.017453292;
  *(float *)param_2 = fVar1 * 0.017453292;
  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)