L L4D2node

VMatrix::NormalizeBasisVectors

0x0027dc70 · 265 bytes · __cdecl

_ZNK7VMatrix21NormalizeBasisVectorsEv

Decompiled

undefined (0 params)

/* VMatrix::NormalizeBasisVectors() const */

undefined4 * VMatrix::NormalizeBasisVectors(void)

{
  undefined4 *in_stack_00000004;
  undefined4 *in_stack_00000008;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  local_28 = in_stack_00000008[8];
  local_2c = in_stack_00000008[4];
  local_30 = *in_stack_00000008;
  local_1c = in_stack_00000008[9];
  local_20 = in_stack_00000008[5];
  local_24 = in_stack_00000008[1];
  local_10 = in_stack_00000008[10];
  local_14 = in_stack_00000008[6];
  local_18 = in_stack_00000008[2];
  VectorNormalize((Vector *)&local_30);
  VectorNormalize((Vector *)&local_24);
  VectorNormalize((Vector *)&local_18);
  in_stack_00000004[0xf] = 0x3f800000;
  *in_stack_00000004 = local_30;
  in_stack_00000004[4] = local_2c;
  in_stack_00000004[8] = local_28;
  in_stack_00000004[1] = local_24;
  in_stack_00000004[5] = local_20;
  in_stack_00000004[9] = local_1c;
  in_stack_00000004[2] = local_18;
  in_stack_00000004[6] = local_14;
  in_stack_00000004[10] = local_10;
  in_stack_00000004[0xe] = 0;
  in_stack_00000004[0xd] = 0;
  in_stack_00000004[0xc] = 0;
  return in_stack_00000004;
}

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)