QuaternionAccumulate
0x00b907c0 · 128 bytes · __cdecl
_Z20QuaternionAccumulateRK10QuaternionfS1_RS_
Decompiled
undefined (4 params)
/* QuaternionAccumulate(Quaternion const&, float, Quaternion const&, Quaternion&) */
void QuaternionAccumulate(Quaternion *param_1,float param_2,Quaternion *param_3,Quaternion *param_4)
{
float local_1c;
float local_18;
float local_14;
float local_10;
QuaternionAlign(param_1,param_3,(Quaternion *)&local_1c);
*(float *)param_4 = local_1c * param_2 + *(float *)param_1;
*(float *)(param_4 + 4) = local_18 * param_2 + *(float *)(param_1 + 4);
*(float *)(param_4 + 8) = local_14 * param_2 + *(float *)(param_1 + 8);
*(float *)(param_4 + 0xc) = param_2 * local_10 + *(float *)(param_1 + 0xc);
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.