L L4D2node

Overlay_WorldToOverlayPlane

0x001d1ff0 · 128 bytes · __cdecl

_Z27Overlay_WorldToOverlayPlaneRK6VectorS1_S1_RS_

Decompiled

undefined (4 params)

/* Overlay_WorldToOverlayPlane(Vector const&, Vector const&, Vector const&, Vector&) */

void Overlay_WorldToOverlayPlane(Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  
  fVar1 = *(float *)(param_3 + 4);
  fVar2 = *(float *)(param_2 + 4);
  fVar3 = *(float *)(param_3 + 8);
  fVar4 = *(float *)(param_2 + 8);
  fVar5 = (fVar1 - *(float *)(param_1 + 4)) * fVar2 +
          (*(float *)param_3 - *(float *)param_1) * *(float *)param_2 +
          (fVar3 - *(float *)(param_1 + 8)) * fVar4;
  *(float *)param_4 = *(float *)param_3 - *(float *)param_2 * fVar5;
  *(float *)(param_4 + 4) = fVar1 - fVar2 * fVar5;
  *(float *)(param_4 + 8) = fVar3 - fVar5 * fVar4;
  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)