L L4D2node

CPlane::InitializePlane

0x0064fb30 · 73 bytes · __thiscall

_ZN6CPlane15InitializePlaneERK6VectorS2_

Decompiled

undefined (3 params)

/* CPlane::InitializePlane(Vector const&, Vector const&) */

void __thiscall CPlane::InitializePlane(CPlane *this,Vector *param_1,Vector *param_2)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  
  fVar1 = *(float *)param_1;
  *(float *)this = fVar1;
  fVar2 = *(float *)(param_1 + 4);
  *(float *)(this + 4) = fVar2;
  fVar3 = *(float *)(param_1 + 8);
  *(float *)(this + 8) = fVar3;
  fVar4 = *(float *)(param_2 + 4);
  fVar5 = *(float *)param_2;
  fVar6 = *(float *)(param_2 + 8);
  this[0x10] = (CPlane)0x1;
  *(float *)(this + 0xc) = fVar2 * fVar4 + fVar1 * fVar5 + fVar3 * fVar6;
  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)