Where orient/orientation appears, it's a 4-element array, which I assume is a quaternion. Seems like fixupBuildLocations usually returns one with the third element set to 0. Many references use [s, i, j, k], but I found a DirectX discussion which used [x, y, z, w], which I presume allows passing the quaternion to functions that take a V3. My 3D math is too rusty to come with an easy test for which system is in use.

Hard to say. As far as I can remember, all components can report as 0.0 depending on the rotation. The components x,y,z are representing the vector around the rotation is happening. For example if you have a rotation around a vector (x,y,z) = (1,0,0) you will see something like (x,y,z,w) = (sin(phi/2),0,0,cos(phi/2)). And quaternion representing no rotation is (x,y,z,w) = (0.0,0,1) where this is the normalized form with sqrt(x² + y² + z² + w²) = 1.

I did discover the identity quaternion, which enabled me to test multiplication under the two forms. I've had some success with the [i, j, k, s] (or [x,y,z,w]) form.

Well, found an error in my code and the identity works both ways now. I seem to be getting somewhat usable results from both, although the coordinate systems are different.

Got some weird results with [s,i,j,k], So going with [i,j,k,s] Projected coordinate system for a single laser tower: x: left of facing y: reverse from facing z: up