L L4D2node

QuaternionLookAt

0x00bbf3a0 · 346 bytes · __cdecl

_Z16QuaternionLookAtRK6VectorS1_R10Quaternion

Decompiled

undefined (3 params)

/* QuaternionLookAt(Vector const&, Vector const&, Quaternion&) */

void QuaternionLookAt(Vector *param_1,Vector *param_2,Quaternion *param_3)

{
  float fVar1;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  local_30 = *(float *)param_1;
  local_2c = *(float *)(param_1 + 4);
  local_28 = *(float *)(param_1 + 8);
  VectorNormalize((Vector *)&local_30);
  fVar1 = *(float *)(param_2 + 4) * local_2c + *(float *)param_2 * local_30 +
          *(float *)(param_2 + 8) * local_28;
  local_24 = *(float *)param_2 - local_30 * fVar1;
  local_20 = *(float *)(param_2 + 4) - local_2c * fVar1;
  local_1c = *(float *)(param_2 + 8) - fVar1 * local_28;
  VectorNormalize((Vector *)&local_24);
  local_18 = local_1c * local_2c - local_20 * local_28;
  local_10 = local_20 * local_30 - local_2c * local_24;
  local_14 = local_28 * local_24 - local_1c * local_30;
  VectorNormalize((Vector *)&local_18);
  *(float *)(param_3 + 8) = local_14 - local_30;
  *(float *)(param_3 + 4) = local_24 - local_10;
  *(float *)(param_3 + 0xc) = local_18 + local_2c + 1.0 + local_1c;
  *(float *)param_3 = local_28 - local_20;
  QuaternionNormalize(param_3);
  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)