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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.