L L4D2node

CalcTriangleTangentSpace

0x0027b000 · 628 bytes · __cdecl

_Z24CalcTriangleTangentSpaceRK6VectorS1_S1_RK8Vector2DS4_S4_RS_S5_

Decompiled

undefined (8 params)

/* CalcTriangleTangentSpace(Vector const&, Vector const&, Vector const&, Vector2D const&, Vector2D
   const&, Vector2D const&, Vector&, Vector&) */

void CalcTriangleTangentSpace
               (Vector *param_1,Vector *param_2,Vector *param_3,Vector2D *param_4,Vector2D *param_5,
               Vector2D *param_6,Vector *param_7,Vector *param_8)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  
  *(undefined4 *)param_7 = 0;
  *(undefined4 *)(param_7 + 4) = 0;
  *(undefined4 *)(param_7 + 8) = 0;
  *(undefined4 *)param_8 = 0;
  *(undefined4 *)(param_8 + 4) = 0;
  *(undefined4 *)(param_8 + 8) = 0;
  fVar5 = *(float *)(param_5 + 4) - *(float *)(param_4 + 4);
  fVar4 = *(float *)(param_6 + 4) - *(float *)(param_4 + 4);
  fVar3 = *(float *)param_6 - *(float *)param_4;
  fVar2 = *(float *)param_5 - *(float *)param_4;
  fVar1 = fVar4 * fVar2 - fVar3 * fVar5;
  if (1e-12 < ABS(fVar1)) {
    fVar7 = *(float *)param_3 - *(float *)param_1;
    fVar6 = *(float *)param_2 - *(float *)param_1;
    *(float *)param_7 = (fVar4 * fVar6 - fVar5 * fVar7) / fVar1 + *(float *)param_7;
    *(float *)param_8 = (fVar7 * fVar2 - fVar3 * fVar6) / fVar1 + *(float *)param_8;
    fVar5 = *(float *)(param_5 + 4) - *(float *)(param_4 + 4);
    fVar4 = *(float *)(param_6 + 4) - *(float *)(param_4 + 4);
    fVar3 = *(float *)param_6 - *(float *)param_4;
    fVar2 = *(float *)param_5 - *(float *)param_4;
    fVar1 = fVar4 * fVar2 - fVar3 * fVar5;
    if (1e-12 < ABS(fVar1)) {
      fVar7 = *(float *)(param_2 + 4) - *(float *)(param_1 + 4);
      fVar6 = *(float *)(param_3 + 4) - *(float *)(param_1 + 4);
      *(float *)(param_7 + 4) = (fVar4 * fVar7 - fVar5 * fVar6) / fVar1 + *(float *)(param_7 + 4);
      *(float *)(param_8 + 4) = (fVar6 * fVar2 - fVar7 * fVar3) / fVar1 + *(float *)(param_8 + 4);
      fVar1 = *(float *)(param_6 + 4) - *(float *)(param_4 + 4);
      fVar4 = *(float *)param_6 - *(float *)param_4;
      fVar5 = *(float *)(param_5 + 4) - *(float *)(param_4 + 4);
      fVar3 = *(float *)param_5 - *(float *)param_4;
      fVar2 = fVar1 * fVar3 - fVar4 * fVar5;
      if (1e-12 < ABS(fVar2)) {
        fVar7 = *(float *)(param_2 + 8) - *(float *)(param_1 + 8);
        fVar6 = *(float *)(param_3 + 8) - *(float *)(param_1 + 8);
        *(float *)(param_7 + 8) = (fVar1 * fVar7 - fVar5 * fVar6) / fVar2 + *(float *)(param_7 + 8);
        *(float *)(param_8 + 8) = (fVar6 * fVar3 - fVar4 * fVar7) / fVar2 + *(float *)(param_8 + 8);
      }
    }
  }
  VectorNormalize(param_7);
  VectorNormalize(param_8);
  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)