L L4D2node

UpdateTangentSpace

0x000d04d0 · 65 bytes · __regparm3

_ZL18UpdateTangentSpaceP13CCoreDispInfoRK10CVertIndexRK6VectorS6_

Decompiled

undefined (4 params)

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

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

{
  short sVar1;
  int iVar2;
  
  sVar1 = *(short *)(param_2 + 2);
  iVar2 = (*(code *)**(undefined4 **)param_1)(param_1);
  UpdateTangentSpace(param_1,(int)sVar1 * *(int *)(iVar2 + 0x24) + (int)*(short *)param_2,param_3,
                     param_4);
  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)