CM_BoxLeafnums
0x00119b00 · 447 bytes · __cdecl
_Z14CM_BoxLeafnumsR10leafnums_tRK6VectorS3_i
Decompiled
undefined (4 params)
/* CM_BoxLeafnums(leafnums_t&, Vector const&, Vector const&, int) */
int CM_BoxLeafnums(leafnums_t *param_1,Vector *param_2,Vector *param_3,int param_4)
{
undefined4 *puVar1;
uint *puVar2;
float *pfVar3;
uint uVar4;
uint uVar5;
float fVar6;
float fVar7;
int local_1020;
uint local_101c;
uint local_1018;
uint local_1014;
uint auStack_1010 [1024];
local_1014 = 0;
local_1018 = 0;
local_1020 = 0;
local_101c = *(uint *)param_1;
uVar5 = 0xffffffff;
while( true ) {
while (uVar4 = param_4, -1 < (int)uVar4) {
puVar1 = (undefined4 *)(**(int **)(param_1 + 0xc) + uVar4 * 0xc);
pfVar3 = (float *)*puVar1;
fVar6 = (*(float *)param_2 * *pfVar3 - pfVar3[3]) + *(float *)(param_2 + 4) * pfVar3[1] +
*(float *)(param_2 + 8) * pfVar3[2];
fVar7 = ABS(pfVar3[1] * *(float *)(param_3 + 4)) + ABS(*pfVar3 * *(float *)param_3) +
ABS(pfVar3[2] * *(float *)(param_3 + 8));
uVar5 = uVar4;
if (fVar6 < fVar7) {
if (-fVar7 <= fVar6) {
if (local_101c == 0xffffffff) {
*(uint *)param_1 = uVar4;
local_101c = uVar4;
}
auStack_1010[local_1014] = puVar1[1];
local_1014 = local_1014 + 1 & 0x3ff;
}
param_4 = puVar1[2];
}
else {
param_4 = puVar1[1];
}
}
if (local_101c == 0xffffffff) {
*(uint *)param_1 = uVar5;
}
if (local_1020 < *(int *)(param_1 + 4)) {
*(uint *)(*(int *)(param_1 + 8) + local_1020 * 4) = ~uVar4;
local_1020 = local_1020 + 1;
}
if (local_1018 == local_1014) break;
puVar2 = auStack_1010 + local_1018;
local_101c = *(uint *)param_1;
local_1018 = local_1018 + 1 & 0x3ff;
param_4 = *puVar2;
}
return local_1020;
}
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.