ComputeLightRadius
0x00116130 · 216 bytes · __cdecl
_Z18ComputeLightRadiusP13dworldlight_tb
Decompiled
undefined (2 params)
/* ComputeLightRadius(dworldlight_t*, bool) */
longdouble ComputeLightRadius(dworldlight_t *param_1,bool param_2)
{
float fVar1;
float fVar2;
float fVar3;
fVar2 = *(float *)(param_1 + 0x48);
if (fVar2 == 0.0) {
fVar2 = *(float *)(param_1 + 0x54);
fVar3 = SQRT(*(float *)(param_1 + 0x10) * *(float *)(param_1 + 0x10) +
*(float *)(param_1 + 0xc) * *(float *)(param_1 + 0xc) +
*(float *)(param_1 + 0x14) * *(float *)(param_1 + 0x14));
if (fVar2 == 0.0) {
fVar2 = 2000.0;
if (*(float *)(param_1 + 0x50) != 0.0) {
return (longdouble)
((fVar3 * 33.333336 - *(float *)(param_1 + 0x4c)) / *(float *)(param_1 + 0x50));
}
}
else {
fVar1 = *(float *)(param_1 + 0x50);
fVar3 = fVar1 * fVar1 - fVar2 * 4.0 * (*(float *)(param_1 + 0x4c) - fVar3 * 33.333336);
if (fVar3 < 0.0) {
fVar2 = 2000.0;
}
else {
fVar2 = (SQRT(fVar3) - fVar1) / (fVar2 + fVar2);
if (fVar2 <= 0.0) {
fVar2 = 0.0;
}
}
}
}
return (longdouble)fVar2;
}
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.