L L4D2node

CCoreDispInfo::CalcDispSurfCoords

0x000bf970 · 541 bytes · __thiscall

_ZN13CCoreDispInfo18CalcDispSurfCoordsEbi

Decompiled

undefined (3 params)

/* CCoreDispInfo::CalcDispSurfCoords(bool, int) */

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

{
  int iVar1;
  float fVar2;
  float *pfVar4;
  float *pfVar5;
  int iVar6;
  int iVar7;
  CCoreDispInfo *pCVar8;
  float *pfVar9;
  int iVar10;
  CCoreDispInfo *pCVar11;
  int iVar12;
  float fVar13;
  float fVar14;
  float fVar15;
  float fVar16;
  float fVar17;
  float fVar18;
  float fVar19;
  float fVar20;
  float fVar21;
  float fVar22;
  int local_60;
  int local_5c;
  float local_50 [13];
  float local_1c;
  float local_18;
  float local_14;
  float fVar3;
  
  pfVar4 = local_50;
  pCVar8 = this + param_2 * 0x20 + 0x98;
  pfVar9 = local_50 + 8;
  pCVar11 = this;
  do {
    pfVar5 = pfVar4 + 2;
    *pfVar4 = *(float *)(pCVar11 + 0x78);
    pfVar4[1] = *(float *)(pCVar11 + 0x7c);
    *pfVar9 = *(float *)pCVar8;
    pfVar9[1] = *(float *)(pCVar8 + 4);
    pfVar4 = pfVar5;
    pCVar8 = pCVar8 + 8;
    pfVar9 = pfVar9 + 2;
    pCVar11 = pCVar11 + 8;
  } while (pfVar5 != local_50 + 8);
  iVar6 = 1 << ((byte)*(undefined4 *)(this + 0xc) & 0x1f);
  iVar1 = iVar6 + 1;
  fVar21 = 1.0 / (float)iVar6;
  if (param_1) {
    fVar17 = local_50[10] - local_50[8];
    fVar15 = local_50[0xb] - local_50[9];
    fVar13 = local_50[0xc] - local_18;
    fVar22 = local_1c - local_14;
  }
  else {
    fVar17 = local_50[2] - local_50[0];
    fVar15 = local_50[3] - local_50[1];
    fVar13 = local_50[4] - local_50[6];
    fVar22 = local_50[5] - local_50[7];
  }
  if (0 < iVar1) {
    local_60 = 0;
    local_5c = 0;
    do {
      fVar18 = (float)local_5c;
      fVar2 = local_14;
      fVar3 = local_18;
      fVar19 = local_50[9];
      fVar20 = local_50[8];
      if (!param_1) {
        fVar2 = local_50[7];
        fVar3 = local_50[6];
        fVar19 = local_50[1];
        fVar20 = local_50[0];
      }
      fVar20 = fVar17 * fVar21 * fVar18 + fVar20;
      fVar19 = fVar15 * fVar21 * fVar18 + fVar19;
      iVar7 = 0;
      iVar6 = local_60;
      iVar10 = local_60;
      do {
        fVar16 = (float)iVar7 * ((fVar13 * fVar21 * fVar18 + fVar3) - fVar20) * fVar21;
        fVar14 = (float)iVar7 * ((fVar18 * fVar22 * fVar21 + fVar2) - fVar19) * fVar21;
        if (param_1) {
          iVar12 = *(int *)(this + 0x1b8) + iVar6 + param_2 * 8 + 0x60;
          *(float *)(iVar12 + 0xc) = fVar16 + fVar20;
          *(float *)(iVar12 + 0x10) = fVar14 + fVar19;
        }
        else {
          iVar12 = *(int *)(this + 0x1b8);
          *(float *)(iVar12 + iVar10 + 100) = fVar16 + fVar20;
          *(float *)(iVar12 + iVar10 + 0x68) = fVar14 + fVar19;
        }
        iVar7 = iVar7 + 1;
        iVar10 = iVar10 + 0x90;
        iVar6 = iVar6 + 0x90;
      } while (iVar7 != iVar1);
      local_5c = local_5c + 1;
      local_60 = local_60 + iVar1 * 0x90;
    } while (local_5c != iVar1);
  }
  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.



        

        

          

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