L L4D2node

CM_SnapPointToReferenceLeaf_r

0x00119940 · 357 bytes · __cdecl

_Z29CM_SnapPointToReferenceLeaf_rP17CCollisionBSPDataRK6VectorifPS1_

Decompiled

undefined (5 params)

/* CM_SnapPointToReferenceLeaf_r(CCollisionBSPData*, Vector const&, int, float, Vector*) */

void CM_SnapPointToReferenceLeaf_r
               (CCollisionBSPData *param_1,Vector *param_2,int param_3,float param_4,Vector *param_5
               )

{
  undefined4 *puVar1;
  float fVar2;
  byte bVar3;
  float *pfVar4;
  float fVar5;
  float fVar6;
  
  while (-1 < param_3) {
    puVar1 = (undefined4 *)(*(int *)param_1 + param_3 * 0xc);
    pfVar4 = (float *)*puVar1;
    bVar3 = *(byte *)(pfVar4 + 4);
    if (bVar3 < 3) {
      fVar5 = *(float *)(param_5 + (uint)bVar3 * 4) - pfVar4[3];
      fVar6 = *(float *)(param_2 + (uint)bVar3 * 4) - pfVar4[3];
    }
    else {
      fVar6 = (pfVar4[1] * *(float *)(param_2 + 4) + *pfVar4 * *(float *)param_2 +
              *(float *)(param_2 + 8) * pfVar4[2]) - pfVar4[3];
      fVar5 = (pfVar4[1] * *(float *)(param_5 + 4) + *pfVar4 * *(float *)param_5 +
              pfVar4[2] * *(float *)(param_5 + 8)) - pfVar4[3];
    }
    if (fVar6 < 0.0) {
      param_3 = puVar1[2];
      if (0.0 < fVar5) {
        fVar5 = fVar5 + param_4;
        fVar6 = pfVar4[1];
        fVar2 = pfVar4[2];
        *(float *)param_5 = *(float *)param_5 - fVar5 * *pfVar4;
        *(float *)(param_5 + 4) = *(float *)(param_5 + 4) - fVar6 * fVar5;
        *(float *)(param_5 + 8) = *(float *)(param_5 + 8) - fVar2 * fVar5;
      }
    }
    else {
      param_3 = puVar1[1];
      if (fVar5 < 0.0) {
        fVar5 = param_4 - fVar5;
        fVar6 = pfVar4[2];
        fVar2 = *pfVar4;
        *(float *)(param_5 + 4) = pfVar4[1] * fVar5 + *(float *)(param_5 + 4);
        *(float *)(param_5 + 8) = fVar6 * fVar5 + *(float *)(param_5 + 8);
        *(float *)param_5 = fVar5 * fVar2 + *(float *)param_5;
      }
    }
  }
  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)