PointInQuadFromBarycentric
0x000c8b60 · 229 bytes · __cdecl
_Z26PointInQuadFromBarycentricRK6VectorS1_S1_S1_RK8Vector2DRS_
Decompiled
undefined (6 params)
/* PointInQuadFromBarycentric(Vector const&, Vector const&, Vector const&, Vector const&, Vector2D
const&, Vector&) */
void PointInQuadFromBarycentric
(Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4,Vector2D *param_5,
Vector *param_6)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
fVar1 = *(float *)(param_5 + 4);
fVar2 = *(float *)(param_2 + 8);
fVar3 = *(float *)param_2;
fVar9 = (*(float *)param_4 - *(float *)param_1) * fVar1 + *(float *)param_1;
fVar4 = *(float *)param_5;
fVar8 = (*(float *)(param_4 + 4) - *(float *)(param_1 + 4)) * fVar1 + *(float *)(param_1 + 4);
fVar7 = (*(float *)(param_4 + 8) - *(float *)(param_1 + 8)) * fVar1 + *(float *)(param_1 + 8);
fVar5 = *(float *)(param_3 + 8);
fVar6 = *(float *)param_3;
*(float *)(param_6 + 4) =
(((*(float *)(param_3 + 4) - *(float *)(param_2 + 4)) * fVar1 + *(float *)(param_2 + 4)) -
fVar8) * fVar4 + fVar8;
*(float *)(param_6 + 8) = (((fVar5 - fVar2) * fVar1 + fVar2) - fVar7) * fVar4 + fVar7;
*(float *)param_6 = (((fVar6 - fVar3) * fVar1 + fVar3) - fVar9) * fVar4 + fVar9;
return;
}
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.