L L4D2node

CCoreDispInfo::CalcErrorTermAtNode

0x000bf200 · 961 bytes · __thiscall

_ZN13CCoreDispInfo19CalcErrorTermAtNodeEii

Decompiled

undefined (3 params)

/* CCoreDispInfo::CalcErrorTermAtNode(int, int) */

void __thiscall CCoreDispInfo::CalcErrorTermAtNode(CCoreDispInfo *this,int param_1,int param_2)

{
  float fVar1;
  float fVar2;
  float fVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  int iVar7;
  int iVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  float fVar12;
  float fVar13;
  float fVar14;
  float fVar15;
  float fVar16;
  float fVar17;
  float fVar18;
  float fVar19;
  float fVar20;
  float fVar21;
  int local_40 [12];
  
  if (*(int *)(this + 0xc) != param_2) {
    iVar4 = *(int *)(this + 4);
    iVar5 = 0;
    iVar6 = param_1 * 0x200 + iVar4;
    do {
      local_40[iVar5] = *(int *)(iVar6 + 0x20 + iVar5 * 4);
      iVar5 = iVar5 + 1;
    } while (iVar5 != 8);
    iVar5 = *(int *)(this + 0x1b8);
    iVar7 = local_40[4] * 0x90 + iVar5;
    fVar16 = *(float *)(iVar7 + 0x28);
    iVar8 = local_40[5] * 0x90 + iVar5;
    fVar9 = *(float *)(iVar8 + 0x30);
    fVar14 = *(float *)(iVar8 + 0x2c);
    fVar17 = *(float *)(iVar8 + 0x28);
    fVar21 = *(float *)(iVar7 + 0x30);
    fVar20 = *(float *)(iVar7 + 0x2c);
    iVar7 = local_40[0] * 0x90 + iVar5;
    fVar12 = *(float *)(iVar7 + 0x28) - (fVar16 + fVar17) * 0.5;
    fVar18 = *(float *)(iVar7 + 0x2c) - (fVar20 + fVar14) * 0.5;
    fVar10 = *(float *)(iVar7 + 0x30) - (fVar9 + fVar21) * 0.5;
    iVar7 = local_40[6] * 0x90 + iVar5;
    fVar1 = *(float *)(iVar7 + 0x28);
    fVar2 = *(float *)(iVar7 + 0x2c);
    fVar3 = *(float *)(iVar7 + 0x30);
    fVar19 = SQRT(fVar18 * fVar18 + fVar12 * fVar12 + fVar10 * fVar10);
    iVar7 = local_40[1] * 0x90 + iVar5;
    fVar11 = *(float *)(iVar7 + 0x28) - (fVar1 + fVar17) * 0.5;
    fVar15 = *(float *)(iVar7 + 0x2c) - (fVar14 + fVar2) * 0.5;
    fVar13 = *(float *)(iVar7 + 0x30) - (fVar3 + fVar9) * 0.5;
    iVar7 = local_40[7] * 0x90 + iVar5;
    fVar10 = *(float *)(iVar7 + 0x28);
    fVar12 = *(float *)(iVar7 + 0x30);
    fVar18 = *(float *)(iVar7 + 0x2c);
    fVar11 = SQRT(fVar11 * fVar11 + fVar15 * fVar15 + fVar13 * fVar13);
    if (fVar11 <= fVar19) {
      fVar11 = fVar19;
    }
    iVar7 = local_40[2] * 0x90 + iVar5;
    fVar15 = *(float *)(iVar7 + 0x28) - (fVar10 + fVar1) * 0.5;
    fVar13 = *(float *)(iVar7 + 0x2c) - (fVar2 + fVar18) * 0.5;
    fVar19 = *(float *)(iVar7 + 0x30) - (fVar3 + fVar12) * 0.5;
    iVar7 = local_40[3] * 0x90 + iVar5;
    fVar13 = SQRT(fVar13 * fVar13 + fVar19 * fVar19 + fVar15 * fVar15);
    if (fVar11 <= fVar13) {
      fVar11 = fVar13;
    }
    fVar19 = *(float *)(iVar7 + 0x28) - (fVar10 + fVar16) * 0.5;
    fVar15 = *(float *)(iVar7 + 0x2c) - (fVar20 + fVar18) * 0.5;
    fVar13 = *(float *)(iVar7 + 0x30) - (fVar21 + fVar12) * 0.5;
    iVar5 = iVar5 + *(int *)(iVar6 + 0x1c) * 0x90;
    fVar13 = SQRT(fVar13 * fVar13 + fVar19 * fVar19 + fVar15 * fVar15);
    if (fVar11 <= fVar13) {
      fVar11 = fVar13;
    }
    fVar16 = *(float *)(iVar5 + 0x28) - (fVar1 + fVar16) * 0.5;
    fVar20 = *(float *)(iVar5 + 0x2c) - (fVar2 + fVar20) * 0.5;
    fVar21 = *(float *)(iVar5 + 0x30) - (fVar3 + fVar21) * 0.5;
    fVar16 = SQRT(fVar20 * fVar20 + fVar16 * fVar16 + fVar21 * fVar21);
    if (fVar11 <= fVar16) {
      fVar11 = fVar16;
    }
    iVar7 = 0;
    fVar14 = *(float *)(iVar5 + 0x2c) - (fVar18 + fVar14) * 0.5;
    fVar17 = *(float *)(iVar5 + 0x28) - (fVar10 + fVar17) * 0.5;
    fVar9 = *(float *)(iVar5 + 0x30) - (fVar12 + fVar9) * 0.5;
    fVar16 = 0.0;
    fVar9 = SQRT(fVar14 * fVar14 + fVar17 * fVar17 + fVar9 * fVar9);
    if (fVar11 <= fVar9) {
      fVar11 = fVar9;
    }
    do {
      fVar9 = *(float *)(iVar4 + param_1 * 0x800 + 0x218 + iVar7);
      if (fVar16 <= fVar9) {
        fVar16 = fVar9;
      }
      iVar7 = iVar7 + 0x200;
    } while (iVar7 != 0x800);
    *(float *)(iVar6 + 0x18) = fVar11 + fVar16;
  }
  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)

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