L L4D2node

UpdateTangentSpace

0x000d0410 · 179 bytes · __regparm3

_ZL18UpdateTangentSpaceP13CCoreDispInfoiRK6VectorS3_

Decompiled

undefined (4 params)

/* UpdateTangentSpace(CCoreDispInfo*, int, Vector const&, Vector const&) */

void __regparm3
UpdateTangentSpace(CCoreDispInfo *param_1,int param_2,Vector *param_3,Vector *param_4)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  int iVar7;
  int iVar8;
  
  iVar7 = param_2 * 0x90;
  iVar8 = *(int *)(param_1 + 0x1b8) + iVar7;
  *(undefined4 *)(iVar8 + 0x40) = *(undefined4 *)param_3;
  *(undefined4 *)(iVar8 + 0x44) = *(undefined4 *)(param_3 + 4);
  *(undefined4 *)(iVar8 + 0x48) = *(undefined4 *)(param_3 + 8);
  fVar1 = *(float *)(param_3 + 8);
  fVar2 = *(float *)(param_3 + 4);
  fVar3 = *(float *)param_3;
  fVar4 = *(float *)param_4;
  fVar5 = *(float *)(param_4 + 4);
  fVar6 = *(float *)(param_4 + 8);
  iVar8 = *(int *)(param_1 + 0x1b8) + iVar7;
  *(float *)(iVar8 + 0x4c) = fVar4;
  *(undefined4 *)(iVar8 + 0x50) = *(undefined4 *)(param_4 + 4);
  *(undefined4 *)(iVar8 + 0x54) = *(undefined4 *)(param_4 + 8);
  iVar7 = iVar7 + *(int *)(param_1 + 0x1b8);
  *(float *)(iVar7 + 0x58) = fVar1 * fVar5 - fVar2 * fVar6;
  *(float *)(iVar7 + 0x5c) = fVar6 * fVar3 - fVar1 * fVar4;
  *(float *)(iVar7 + 0x60) = fVar4 * fVar2 - fVar5 * fVar3;
  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)