Overlay_BuildBasisOrigin
0x001d0240 · 165 bytes · __cdecl
_Z24Overlay_BuildBasisOriginR6VectorP11msurface2_t
Decompiled
undefined (2 params)
/* Overlay_BuildBasisOrigin(Vector&, msurface2_t*) */
void Overlay_BuildBasisOrigin(Vector *param_1,msurface2_t *param_2)
{
float *pfVar1;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
pfVar1 = *(float **)(param_2 + 4);
local_20 = *pfVar1;
local_1c = pfVar1[1];
local_18 = pfVar1[2];
local_14 = pfVar1[3];
local_10 = pfVar1[4];
VectorNormalize((Vector *)&local_20);
local_14 = (*(float *)(param_1 + 4) * local_1c + *(float *)param_1 * local_20 +
*(float *)(param_1 + 8) * local_18) - local_14;
*(float *)param_1 = *(float *)param_1 - local_20 * local_14;
*(float *)(param_1 + 4) = *(float *)(param_1 + 4) - local_1c * local_14;
*(float *)(param_1 + 8) = *(float *)(param_1 + 8) - local_14 * local_18;
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.