L L4D2node

UTIL_AxisStringToPointDir

0x00b2d060 · 96 bytes · __cdecl

_Z25UTIL_AxisStringToPointDirR6VectorS0_PKc

Decompiled

undefined (3 params)

/* UTIL_AxisStringToPointDir(Vector&, Vector&, char const*) */

void UTIL_AxisStringToPointDir(Vector *param_1,Vector *param_2,char *param_3)

{
  float fVar1;
  float fVar2;
  float local_18;
  float local_14;
  float local_10;
  
  UTIL_AxisStringToPointPoint(param_1,(Vector *)&local_18,param_3);
  fVar1 = *(float *)(param_1 + 8);
  fVar2 = *(float *)param_1;
  *(float *)(param_2 + 4) = local_14 - *(float *)(param_1 + 4);
  *(float *)(param_2 + 8) = local_10 - fVar1;
  *(float *)param_2 = local_18 - fVar2;
  VectorNormalize(param_2);
  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)