L L4D2node

ComputeSeparatingPlane

0x000c8e20 · 424 bytes · __cdecl

_Z22ComputeSeparatingPlaneRK6VectorRK6QAngleS1_S1_S1_S4_S1_S1_fP8cplane_t

Decompiled

undefined (10 params)

/* ComputeSeparatingPlane(Vector const&, QAngle const&, Vector const&, Vector const&, Vector const&,
   QAngle const&, Vector const&, Vector const&, float, cplane_t*) */

void ComputeSeparatingPlane
               (Vector *param_1,QAngle *param_2,Vector *param_3,Vector *param_4,Vector *param_5,
               QAngle *param_6,Vector *param_7,Vector *param_8,float param_9,cplane_t *param_10)

{
  matrix3x4_t *pmVar1;
  float local_94;
  float local_90;
  float local_8c;
  float local_88;
  float local_84;
  float local_80;
  matrix3x4_t local_7c [48];
  float local_4c;
  float local_48;
  float local_44;
  
  local_84 = (*(float *)(param_4 + 4) + *(float *)(param_3 + 4)) * -0.5;
  local_80 = (*(float *)(param_4 + 8) + *(float *)(param_3 + 8)) * -0.5;
  local_88 = (*(float *)param_4 + *(float *)param_3) * -0.5;
  AngleIMatrix(param_2,local_7c);
  VectorRotate((float *)param_1,local_7c,&local_4c);
  local_88 = local_88 - local_4c;
  local_84 = local_84 - local_48;
  local_80 = local_80 - local_44;
  pmVar1 = local_7c;
  MatrixSetColumn((Vector *)&local_88,3,local_7c);
  ComputeCenterMatrix(param_5,param_6,param_7,param_8,(matrix3x4_t *)&local_4c);
  local_94 = (*(float *)param_4 - *(float *)param_3) * 0.5;
  local_90 = (*(float *)(param_4 + 4) - *(float *)(param_3 + 4)) * 0.5;
  local_8c = (*(float *)(param_4 + 8) - *(float *)(param_3 + 8)) * 0.5;
  local_88 = (*(float *)param_8 - *(float *)param_7) * 0.5;
  local_84 = (*(float *)(param_8 + 4) - *(float *)(param_7 + 4)) * 0.5;
  local_80 = (*(float *)(param_8 + 8) - *(float *)(param_7 + 8)) * 0.5;
  ComputeSeparatingPlane
            (local_7c,(matrix3x4_t *)&local_4c,(Vector *)&local_94,(Vector *)&local_88,
             (float)param_10,(cplane_t *)pmVar1);
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)