L L4D2node

Overlay_OverlayPlaneToWorld

0x001d2070 · 234 bytes · __cdecl

_Z27Overlay_OverlayPlaneToWorldRK6VectorP11msurface2_tS1_RS_

Decompiled

undefined (4 params)

/* Overlay_OverlayPlaneToWorld(Vector const&, msurface2_t*, Vector const&, Vector&) */

void Overlay_OverlayPlaneToWorld
               (Vector *param_1,msurface2_t *param_2,Vector *param_3,Vector *param_4)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float *pfVar5;
  float fVar6;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  pfVar5 = *(float **)(param_2 + 4);
  local_30 = *pfVar5;
  local_2c = pfVar5[1];
  local_28 = pfVar5[2];
  local_24 = pfVar5[3];
  local_20 = pfVar5[4];
  VectorNormalize((Vector *)&local_30);
  fVar1 = *(float *)param_3;
  fVar2 = *(float *)(param_3 + 8);
  fVar3 = *(float *)param_1;
  fVar4 = *(float *)(param_1 + 8);
  local_24 = (*(float *)(param_3 + 4) * local_2c + fVar1 * local_30 + local_28 * fVar2) - local_24;
  fVar6 = local_2c * *(float *)(param_1 + 4) + local_30 * fVar3 + local_28 * fVar4;
  if (fVar6 != 0.0) {
    local_24 = local_24 / fVar6;
  }
  *(float *)(param_4 + 4) = *(float *)(param_3 + 4) - *(float *)(param_1 + 4) * local_24;
  *(float *)param_4 = fVar1 - fVar3 * local_24;
  *(float *)(param_4 + 8) = fVar2 - local_24 * 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)