QuaternionSlerpNoAlign
0x00bbe440 · 546 bytes · __cdecl
_Z22QuaternionSlerpNoAlignRK10QuaternionS1_fRS_
Decompiled
undefined (4 params)
/* QuaternionSlerpNoAlign(Quaternion const&, Quaternion const&, float, Quaternion&) */
void QuaternionSlerpNoAlign
(Quaternion *param_1,Quaternion *param_2,float param_3,Quaternion *param_4)
{
float __x;
int iVar1;
longdouble lVar2;
float fVar3;
double dVar4;
double dVar5;
float fVar6;
fVar3 = *(float *)(param_1 + 4) * *(float *)(param_2 + 4) + *(float *)param_1 * *(float *)param_2
+ *(float *)(param_1 + 8) * *(float *)(param_2 + 8) +
*(float *)(param_1 + 0xc) * *(float *)(param_2 + 0xc);
if (-0.999999 < fVar3) {
if (0.999999 <= fVar3) {
fVar3 = 1.0 - param_3;
}
else {
lVar2 = (longdouble)__acosf_finite(fVar3);
__x = (float)lVar2;
fVar6 = sinf(__x);
dVar4 = sin((double)((1.0 - param_3) * __x));
fVar3 = (float)(dVar4 / (double)fVar6);
dVar4 = sin((double)(param_3 * __x));
param_3 = (float)(dVar4 / (double)fVar6);
}
iVar1 = 0;
do {
*(float *)(param_4 + iVar1 * 4) =
*(float *)(param_2 + iVar1 * 4) * param_3 + *(float *)(param_1 + iVar1 * 4) * fVar3;
iVar1 = iVar1 + 1;
} while (iVar1 != 4);
return;
}
*(float *)param_4 = -*(float *)(param_2 + 4);
*(undefined4 *)(param_4 + 4) = *(undefined4 *)param_2;
*(uint *)(param_4 + 8) = *(uint *)(param_2 + 0xc) ^ 0x80000000;
*(undefined4 *)(param_4 + 0xc) = *(undefined4 *)(param_2 + 8);
dVar4 = sin((double)(1.0 - param_3) * 1.5707963267948966);
dVar5 = sin((double)param_3 * 1.5707963267948966);
iVar1 = 0;
do {
*(float *)(param_4 + iVar1 * 4) =
*(float *)(param_4 + iVar1 * 4) * (float)dVar5 +
*(float *)(param_1 + iVar1 * 4) * (float)dVar4;
iVar1 = iVar1 + 1;
} while (iVar1 != 3);
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.