L L4D2node

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 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)