L L4D2node

Overlay_BuildBasis

0x001d0320 · 201 bytes · __cdecl

_Z18Overlay_BuildBasisRK6VectorRS_S2_b

Decompiled

undefined (4 params)

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

void Overlay_BuildBasis(Vector *param_1,Vector *param_2,Vector *param_3,bool param_4)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  
  fVar6 = *(float *)param_1;
  if (((((uint)fVar6 & 0x7f800000) != 0x7f800000) &&
      (fVar1 = *(float *)(param_1 + 4), ((uint)fVar1 & 0x7f800000) != 0x7f800000)) &&
     (fVar5 = *(float *)(param_1 + 8), ((uint)fVar5 & 0x7f800000) != 0x7f800000)) {
    fVar2 = *(float *)(param_2 + 8);
    fVar3 = *(float *)(param_2 + 4);
    fVar7 = fVar1 * fVar2 - fVar5 * fVar3;
    fVar4 = *(float *)param_2;
    *(float *)param_3 = fVar7;
    fVar5 = fVar5 * fVar4 - fVar2 * fVar6;
    fVar6 = fVar3 * fVar6 - fVar1 * fVar4;
    *(float *)(param_3 + 4) = fVar5;
    *(float *)(param_3 + 8) = fVar6;
    if (param_4) {
      *(float *)param_3 = -fVar7;
      *(float *)(param_3 + 4) = -fVar5;
      *(float *)(param_3 + 8) = -fVar6;
    }
  }
  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)