L L4D2node

TangentSpaceComputeBasis

0x00192fa0 · 271 bytes · __cdecl

_Z24TangentSpaceComputeBasisR6VectorS0_RKS_S2_b

Decompiled

undefined (5 params)

/* TangentSpaceComputeBasis(Vector&, Vector&, Vector const&, Vector const&, bool) */

void TangentSpaceComputeBasis
               (Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4,bool param_5)

{
  *(float *)param_1 =
       *(float *)(param_4 + 8) * *(float *)(param_3 + 4) -
       *(float *)(param_4 + 4) * *(float *)(param_3 + 8);
  *(float *)(param_1 + 4) =
       *(float *)param_4 * *(float *)(param_3 + 8) - *(float *)(param_4 + 8) * *(float *)param_3;
  *(float *)(param_1 + 8) =
       *(float *)(param_4 + 4) * *(float *)param_3 - *(float *)param_4 * *(float *)(param_3 + 4);
  VectorNormalize(param_1);
  *(float *)param_2 =
       *(float *)(param_3 + 8) * *(float *)(param_1 + 4) -
       *(float *)(param_3 + 4) * *(float *)(param_1 + 8);
  *(float *)(param_2 + 4) =
       *(float *)param_3 * *(float *)(param_1 + 8) - *(float *)(param_3 + 8) * *(float *)param_1;
  *(float *)(param_2 + 8) =
       *(float *)(param_3 + 4) * *(float *)param_1 - *(float *)param_3 * *(float *)(param_1 + 4);
  VectorNormalize(param_2);
  if (param_5) {
    *(uint *)param_1 = *(uint *)param_1 ^ 0x80000000;
    *(uint *)(param_1 + 4) = *(uint *)(param_1 + 4) ^ 0x80000000;
    *(uint *)(param_1 + 8) = *(uint *)(param_1 + 8) ^ 0x80000000;
  }
  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)