CCoreDispSurface::LongestInU
0x000bd870 · 286 bytes · __thiscall
_ZN16CCoreDispSurface10LongestInUERK6VectorS2_
Decompiled
undefined (3 params)
/* CCoreDispSurface::LongestInU(Vector const&, Vector const&) */
bool __thiscall CCoreDispSurface::LongestInU(CCoreDispSurface *this,Vector *param_1,Vector *param_2)
{
float fVar1;
int iVar2;
uint uVar3;
float fVar5;
float fVar6;
float local_44;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30 [5];
float afStack_1c [6];
uint uVar4;
local_44 = *(float *)param_1;
local_40 = *(float *)(param_1 + 4);
local_3c = *(float *)(param_1 + 8);
local_38 = *(float *)param_2;
local_34 = *(float *)(param_2 + 4);
local_30[0] = *(float *)(param_2 + 8);
VectorNormalize((Vector *)&local_44);
VectorNormalize((Vector *)&local_38);
iVar2 = 0;
do {
fVar5 = *(float *)(this + 8);
fVar6 = *(float *)(this + 0xc);
fVar1 = *(float *)(this + 0x10);
local_30[iVar2 + 1] = fVar6 * local_40 + fVar5 * local_44 + fVar1 * local_3c;
local_30[iVar2 + 5] = fVar6 * local_34 + fVar5 * local_38 + fVar1 * local_30[0];
iVar2 = iVar2 + 1;
this = this + 0xc;
} while (iVar2 != 4);
fVar5 = 0.0;
fVar6 = 0.0;
uVar4 = 0;
do {
uVar3 = uVar4 + 1;
if (fVar6 <= ABS(local_30[(uVar3 & 3) + 1] - local_30[uVar3])) {
fVar6 = ABS(local_30[(uVar3 & 3) + 1] - local_30[uVar3]);
}
if (fVar5 <= ABS(local_30[(uVar3 & 3) + 5] - local_30[uVar4 + 5])) {
fVar5 = ABS(local_30[(uVar3 & 3) + 5] - local_30[uVar4 + 5]);
}
uVar4 = uVar3;
} while (uVar3 != 4);
return fVar5 <= fVar6;
}
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.