L L4D2node

CDispCollTree::Cache_Create

0x000ce760 · 598 bytes · __thiscall

_ZN13CDispCollTree12Cache_CreateEP12CDispCollTrii

Decompiled

undefined (3 params)

/* CDispCollTree::Cache_Create(CDispCollTri*, int) */

void __thiscall CDispCollTree::Cache_Create(CDispCollTree *this,CDispCollTri *param_1,int param_2)

{
  Vector *pVVar1;
  Vector *pVVar2;
  Vector *pVVar3;
  ushort *puVar4;
  int iVar5;
  float local_28;
  float local_24;
  float local_20;
  
  iVar5 = *(int *)(this + 0x70);
  pVVar1 = (Vector *)(iVar5 + (*(ushort *)param_1 & 0x1ff) * 0xc);
  pVVar2 = (Vector *)(iVar5 + (*(ushort *)(param_1 + 2) & 0x1ff) * 0xc);
  pVVar3 = (Vector *)(iVar5 + (*(ushort *)(param_1 + 4) & 0x1ff) * 0xc);
  local_28 = *(float *)pVVar2 - *(float *)pVVar1;
  puVar4 = (ushort *)(*(int *)(this + 0xb0) + param_2 * 0x12);
  local_24 = *(float *)(pVVar2 + 4) - *(float *)(pVVar1 + 4);
  local_20 = *(float *)(pVVar2 + 8) - *(float *)(pVVar1 + 8);
  Cache_EdgeCrossAxisX(this,(Vector *)&local_28,pVVar1,pVVar3,param_1,puVar4);
  Cache_EdgeCrossAxisY(this,(Vector *)&local_28,pVVar1,pVVar3,param_1,puVar4 + 3);
  Cache_EdgeCrossAxisZ(this,(Vector *)&local_28,pVVar1,pVVar3,param_1,puVar4 + 6);
  local_28 = *(float *)pVVar3 - *(float *)pVVar2;
  local_24 = *(float *)(pVVar3 + 4) - *(float *)(pVVar2 + 4);
  local_20 = *(float *)(pVVar3 + 8) - *(float *)(pVVar2 + 8);
  Cache_EdgeCrossAxisX(this,(Vector *)&local_28,pVVar2,pVVar1,param_1,puVar4 + 1);
  Cache_EdgeCrossAxisY(this,(Vector *)&local_28,pVVar2,pVVar1,param_1,puVar4 + 4);
  Cache_EdgeCrossAxisZ(this,(Vector *)&local_28,pVVar2,pVVar1,param_1,puVar4 + 7);
  local_28 = *(float *)pVVar1 - *(float *)pVVar3;
  local_24 = *(float *)(pVVar1 + 4) - *(float *)(pVVar3 + 4);
  local_20 = *(float *)(pVVar1 + 8) - *(float *)(pVVar3 + 8);
  Cache_EdgeCrossAxisX(this,(Vector *)&local_28,pVVar3,pVVar2,param_1,puVar4 + 2);
  Cache_EdgeCrossAxisY(this,(Vector *)&local_28,pVVar3,pVVar2,param_1,puVar4 + 5);
  Cache_EdgeCrossAxisZ(this,(Vector *)&local_28,pVVar3,pVVar2,param_1,puVar4 + 8);
  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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