L L4D2node

CalcBarycentricCooefs

0x000bcee0 · 789 bytes · __cdecl

_Z21CalcBarycentricCooefsRK6VectorS1_S1_S1_RfS2_S2_

Decompiled

undefined (7 params)

/* CalcBarycentricCooefs(Vector const&, Vector const&, Vector const&, Vector const&, float&, float&,
   float&) */

undefined4
CalcBarycentricCooefs
          (Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4,float *param_5,
          float *param_6,float *param_7)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float local_20;
  
  fVar4 = *(float *)param_3 - *(float *)param_1;
  fVar7 = *(float *)param_2 - *(float *)param_1;
  fVar5 = *(float *)(param_3 + 4) - *(float *)(param_1 + 4);
  fVar3 = *(float *)(param_2 + 4) - *(float *)(param_1 + 4);
  fVar2 = *(float *)(param_2 + 8) - *(float *)(param_1 + 8);
  fVar6 = *(float *)(param_3 + 8) - *(float *)(param_1 + 8);
  fVar1 = fVar6 * fVar3 - fVar5 * fVar2;
  fVar2 = fVar2 * fVar4 - fVar6 * fVar7;
  fVar3 = fVar7 * fVar5 - fVar4 * fVar3;
  local_20 = SQRT(fVar1 * fVar1 + fVar3 * fVar3 + fVar2 * fVar2) * 0.5;
  if (local_20 == 0.0) {
    local_20 = 0.0;
  }
  else {
    local_20 = 0.5 / local_20;
  }
  fVar5 = *(float *)param_3 - *(float *)param_4;
  fVar3 = *(float *)param_2 - *(float *)param_4;
  fVar4 = *(float *)(param_3 + 4) - *(float *)(param_4 + 4);
  fVar7 = *(float *)(param_2 + 8) - *(float *)(param_4 + 8);
  fVar2 = *(float *)(param_2 + 4) - *(float *)(param_4 + 4);
  fVar6 = *(float *)(param_3 + 8) - *(float *)(param_4 + 8);
  fVar1 = fVar6 * fVar2 - fVar4 * fVar7;
  fVar6 = fVar7 * fVar5 - fVar6 * fVar3;
  fVar2 = fVar3 * fVar4 - fVar2 * fVar5;
  *param_5 = SQRT(fVar6 * fVar6 + fVar1 * fVar1 + fVar2 * fVar2) * local_20;
  fVar4 = *(float *)param_3 - *(float *)param_4;
  fVar3 = *(float *)param_1 - *(float *)param_4;
  fVar2 = *(float *)(param_3 + 4) - *(float *)(param_4 + 4);
  fVar5 = *(float *)(param_1 + 4) - *(float *)(param_4 + 4);
  fVar6 = *(float *)(param_1 + 8) - *(float *)(param_4 + 8);
  fVar7 = *(float *)(param_3 + 8) - *(float *)(param_4 + 8);
  fVar1 = fVar6 * fVar2 - fVar5 * fVar7;
  fVar6 = fVar7 * fVar3 - fVar6 * fVar4;
  fVar2 = fVar4 * fVar5 - fVar2 * fVar3;
  *param_6 = SQRT(fVar6 * fVar6 + fVar1 * fVar1 + fVar2 * fVar2) * local_20;
  fVar4 = *(float *)param_1 - *(float *)param_4;
  fVar3 = *(float *)param_2 - *(float *)param_4;
  fVar2 = *(float *)(param_1 + 4) - *(float *)(param_4 + 4);
  fVar5 = *(float *)(param_2 + 4) - *(float *)(param_4 + 4);
  fVar6 = *(float *)(param_2 + 8) - *(float *)(param_4 + 8);
  fVar7 = *(float *)(param_1 + 8) - *(float *)(param_4 + 8);
  fVar1 = fVar6 * fVar2 - fVar5 * fVar7;
  fVar6 = fVar7 * fVar3 - fVar6 * fVar4;
  fVar2 = fVar4 * fVar5 - fVar2 * fVar3;
  local_20 = SQRT(fVar6 * fVar6 + fVar1 * fVar1 + fVar2 * fVar2) * local_20;
  *param_7 = local_20;
  fVar1 = ABS(((1.0 - *param_6) - *param_5) - local_20);
  return CONCAT31((int3)((uint)fVar1 >> 8),fVar1 < 0.001);
}

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.



        

        

          

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