L L4D2node

GetNonMajorAxes

0x000c7db0 · 102 bytes · __cdecl

_Z15GetNonMajorAxesRK6VectorR8Vector2D

Decompiled

undefined (2 params)

/* GetNonMajorAxes(Vector const&, Vector2D&) */

void GetNonMajorAxes(Vector *param_1,Vector2D *param_2)

{
  *(undefined4 *)param_2 = 0;
  *(undefined4 *)(param_2 + 4) = 0x3f800000;
  if (ABS(*(float *)param_1) <= ABS(*(float *)(param_1 + 4))) {
    if (ABS(*(float *)(param_1 + 8)) < ABS(*(float *)(param_1 + 4))) {
      *(undefined4 *)(param_2 + 4) = 0x40000000;
      return;
    }
  }
  else if (ABS(*(float *)(param_1 + 8)) < ABS(*(float *)param_1)) {
    *(undefined4 *)param_2 = 0x3f800000;
    *(undefined4 *)(param_2 + 4) = 0x40000000;
  }
  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)