L L4D2node

AxisAngleQuaternion

0x00bbf7f0 · 110 bytes · __cdecl

_Z19AxisAngleQuaternionRK6VectorfR10Quaternion

Decompiled

undefined (3 params)

/* AxisAngleQuaternion(Vector const&, float, Quaternion&) */

void AxisAngleQuaternion(Vector *param_1,float param_2,Quaternion *param_3)

{
  float fVar1;
  longdouble lVar2;
  float fVar3;
  longdouble lVar4;
  
  lVar2 = (longdouble)fcos((longdouble)(param_2 * 0.008726646));
  lVar4 = (longdouble)fsin((longdouble)(param_2 * 0.008726646));
  fVar3 = (float)lVar4;
  *(float *)param_3 = *(float *)param_1 * fVar3;
  *(float *)(param_3 + 4) = *(float *)(param_1 + 4) * fVar3;
  fVar1 = *(float *)(param_1 + 8);
  *(float *)(param_3 + 0xc) = (float)lVar2;
  *(float *)(param_3 + 8) = fVar3 * fVar1;
  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)