L L4D2node

VectorNormalize

0x00271af0 · 116 bytes · __cdecl

_Z15VectorNormalizeR6Vector

Decompiled

undefined (1 param)

/* VectorNormalize(Vector&) */

longdouble VectorNormalize(Vector *param_1)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  
  fVar1 = *(float *)param_1;
  fVar2 = *(float *)(param_1 + 4);
  fVar3 = *(float *)(param_1 + 8);
  fVar5 = SQRT(fVar2 * fVar2 + fVar1 * fVar1 + fVar3 * fVar3);
  fVar4 = 1.0 / (fVar5 + 1.1920929e-07);
  *(float *)param_1 = fVar1 * fVar4;
  *(float *)(param_1 + 4) = fVar2 * fVar4;
  *(float *)(param_1 + 8) = fVar4 * fVar3;
  return (longdouble)fVar5;
}

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)