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 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.