VectorNormalize
0x00bbb510 · 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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.