L L4D2node

R_SetupDecalVertsForMSurface

0x0012f9b0 · 252 bytes · __cdecl

_Z28R_SetupDecalVertsForMSurfaceP7decal_tP11msurface2_tP6VectorP10CDecalVert

Decompiled

undefined (4 params)

/* R_SetupDecalVertsForMSurface(decal_t*, msurface2_t*, Vector*, CDecalVert*) */

void R_SetupDecalVertsForMSurface
               (decal_t *param_1,msurface2_t *param_2,Vector *param_3,CDecalVert *param_4)

{
  int iVar1;
  float *pfVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  msurface2_t mVar8;
  int iVar9;
  int iVar10;
  uint uVar11;
  CDecalVert *pCVar12;
  
  iVar9 = *(int *)(param_2 + 8);
  iVar10 = *(int *)(DAT_003a172c + 0x88);
  fVar3 = *(float *)(param_1 + 0x2c);
  fVar4 = *(float *)(param_1 + 0x30);
  mVar8 = param_2[3];
  uVar11 = 0;
  pCVar12 = param_4 + 0x18;
  if (param_2[3] != (msurface2_t)0x0) {
    do {
      iVar1 = uVar11 * 2;
      uVar11 = uVar11 + 1;
      pfVar2 = (float *)(*(int *)(DAT_003a172c + 0x20) +
                        (uint)*(ushort *)(iVar10 + iVar9 * 2 + iVar1) * 0xc);
      fVar5 = *pfVar2;
      *(float *)param_4 = fVar5;
      fVar6 = pfVar2[1];
      *(float *)(param_4 + 4) = fVar6;
      fVar7 = pfVar2[2];
      *(float *)(param_4 + 8) = fVar7;
      *(float *)(param_4 + 0x10) =
           *(float *)(param_3 + 4) * fVar6 + *(float *)param_3 * fVar5 +
           *(float *)(param_3 + 8) * fVar7 + (0.5 - fVar3);
      *(float *)(param_4 + 0x14) =
           fVar6 * *(float *)(param_3 + 0x10) + fVar5 * *(float *)(param_3 + 0xc) +
           fVar7 * *(float *)(param_3 + 0x14) + (0.5 - fVar4);
      *(undefined4 *)pCVar12 = 0;
      *(undefined4 *)(pCVar12 + 4) = 0;
      param_4 = param_4 + 0x20;
      pCVar12 = pCVar12 + 0x20;
    } while (uVar11 != (byte)mVar8);
  }
  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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Return-type handling cheatsheet (DHookReturn)