QuaternionSM
0x00b906c0 · 120 bytes · __cdecl
_Z12QuaternionSMfRK10QuaternionS1_RS_
Decompiled
undefined (4 params)
/* QuaternionSM(float, Quaternion const&, Quaternion const&, Quaternion&) */
void QuaternionSM(float param_1,Quaternion *param_2,Quaternion *param_3,Quaternion *param_4)
{
Quaternion local_3c [16];
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
QuaternionScale(param_2,param_1,local_3c);
QuaternionMult(local_3c,param_3,(Quaternion *)&local_2c);
QuaternionNormalize((Quaternion *)&local_2c);
*(undefined4 *)param_4 = local_2c;
*(undefined4 *)(param_4 + 4) = local_28;
*(undefined4 *)(param_4 + 8) = local_24;
*(undefined4 *)(param_4 + 0xc) = local_20;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.