L L4D2node

QuaternionMult

0x00bbed00 · 329 bytes · __cdecl

_Z14QuaternionMultRK10QuaternionS1_RS_

Decompiled

undefined (3 params)

/* QuaternionMult(Quaternion const&, Quaternion const&, Quaternion&) */

void QuaternionMult(Quaternion *param_1,Quaternion *param_2,Quaternion *param_3)

{
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  if (param_1 != param_3) {
    QuaternionAlign(param_1,param_2,(Quaternion *)&local_1c);
    *(float *)param_3 =
         (*(float *)(param_1 + 4) * local_14 + *(float *)param_1 * local_10 +
         *(float *)(param_1 + 0xc) * local_1c) - *(float *)(param_1 + 8) * local_18;
    *(float *)(param_3 + 4) =
         (*(float *)(param_1 + 8) * local_1c + *(float *)(param_1 + 4) * local_10 +
         *(float *)(param_1 + 0xc) * local_18) - *(float *)param_1 * local_14;
    *(float *)(param_3 + 8) =
         (*(float *)(param_1 + 8) * local_10 + *(float *)param_1 * local_18 +
         *(float *)(param_1 + 0xc) * local_14) - *(float *)(param_1 + 4) * local_1c;
    *(float *)(param_3 + 0xc) =
         ((-*(float *)param_1 * local_1c - local_14 * *(float *)(param_1 + 8)) +
         local_10 * *(float *)(param_1 + 0xc)) - local_18 * *(float *)(param_1 + 4);
    return;
  }
  local_1c = *(float *)param_1;
  local_18 = *(float *)(param_1 + 4);
  local_14 = *(float *)(param_1 + 8);
  local_10 = *(float *)(param_1 + 0xc);
  QuaternionMult((Quaternion *)&local_1c,param_2,param_1);
  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)