L L4D2node

VectorPerpendicularToVector

0x00bbc100 · 201 bytes · __cdecl

_Z27VectorPerpendicularToVectorRK6VectorPS_

Decompiled

undefined (2 params)

/* VectorPerpendicularToVector(Vector const&, Vector*) */

void VectorPerpendicularToVector(Vector *param_1,Vector *param_2)

{
  float fVar1;
  float fVar2;
  float fVar3;
  
  fVar1 = *(float *)(param_1 + 4);
  fVar2 = *(float *)(param_1 + 8);
  *(undefined4 *)(param_2 + 4) = 0;
  *(float *)param_2 = fVar1 * fVar1 * (1.0 - fVar2) + fVar2;
  *(uint *)(param_2 + 8) = *(uint *)param_1 ^ 0x80000000;
  VectorNormalize(param_2);
  fVar1 = *(float *)(param_1 + 4);
  fVar2 = *(float *)(param_1 + 8);
  fVar3 = fVar1 * *(float *)(param_2 + 4) + *(float *)param_1 * *(float *)param_2 +
          fVar2 * *(float *)(param_2 + 8);
  *(float *)param_2 = *(float *)param_2 - *(float *)param_1 * fVar3;
  *(float *)(param_2 + 4) = *(float *)(param_2 + 4) - fVar1 * fVar3;
  *(float *)(param_2 + 8) = *(float *)(param_2 + 8) - fVar3 * 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)