BasisToQuaternion
0x00bbfac0 · 159 bytes · __cdecl
_Z17BasisToQuaternionRK6VectorS1_S1_R10Quaternion
Decompiled
undefined (4 params)
/* BasisToQuaternion(Vector const&, Vector const&, Vector const&, Quaternion&) */
void BasisToQuaternion(Vector *param_1,Vector *param_2,Vector *param_3,Quaternion *param_4)
{
QAngle local_48 [12];
undefined4 local_3c;
uint local_38;
undefined4 local_34;
undefined4 local_2c;
uint local_28;
undefined4 local_24;
undefined4 local_1c;
uint local_18;
undefined4 local_14;
local_38 = *(uint *)param_2 ^ 0x80000000;
local_28 = *(uint *)(param_2 + 4) ^ 0x80000000;
local_18 = *(uint *)(param_2 + 8) ^ 0x80000000;
local_3c = *(undefined4 *)param_1;
local_2c = *(undefined4 *)(param_1 + 4);
local_1c = *(undefined4 *)(param_1 + 8);
local_34 = *(undefined4 *)param_3;
local_24 = *(undefined4 *)(param_3 + 4);
local_14 = *(undefined4 *)(param_3 + 8);
MatrixAngles((matrix3x4_t *)&local_3c,(float *)local_48);
AngleQuaternion(local_48,param_4);
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.