L L4D2node

R_SetupDecalTextureSpaceBasis

0x0012fe80 · 354 bytes · __cdecl

_Z29R_SetupDecalTextureSpaceBasisP7decal_tR6VectorP9IMaterialPS1_Pf

Decompiled

undefined (5 params)

/* R_SetupDecalTextureSpaceBasis(decal_t*, Vector&, IMaterial*, Vector*, float*) */

void R_SetupDecalTextureSpaceBasis
               (decal_t *param_1,Vector *param_2,IMaterial *param_3,Vector *param_4,float *param_5)

{
  float fVar1;
  int iVar2;
  Vector *pVVar3;
  int iVar4;
  int iVar5;
  float fVar6;
  float fVar7;
  float local_24;
  
  pVVar3 = (Vector *)0x0;
  if (((byte)param_1[0x54] & 0x80) != 0) {
    pVVar3 = (Vector *)(param_1 + 0x20);
  }
  R_DecalComputeBasis(param_2,pVVar3,param_4);
  iVar4 = (**(code **)(*(int *)param_3 + 0x10))(param_3);
  if (iVar4 < 2) {
    iVar4 = 1;
    local_24 = 1.0;
  }
  else {
    iVar4 = (**(code **)(*(int *)param_3 + 0x10))(param_3);
    local_24 = (float)iVar4;
  }
  iVar5 = (**(code **)(*(int *)param_3 + 0x14))(param_3);
  if (iVar5 < 2) {
    fVar6 = 1.0;
    iVar5 = 1;
  }
  else {
    iVar5 = (**(code **)(*(int *)param_3 + 0x14))(param_3);
    fVar6 = (float)iVar5;
  }
  local_24 = *(float *)(param_1 + 0x34) / local_24;
  *param_5 = local_24;
  fVar1 = *(float *)(param_1 + 0x34);
  param_5[1] = fVar1 / fVar6;
  if (((byte)param_1[0x55] & 0x10) != 0) {
    if (iVar4 < 0) {
      iVar4 = iVar4 + 0x3f;
    }
    if (iVar5 < 0) {
      iVar5 = iVar5 + 0x3f;
    }
    iVar2 = iVar5 >> 6;
    if (iVar5 >> 6 < iVar4 >> 6) {
      iVar2 = iVar4 >> 6;
    }
    fVar7 = (float)iVar2;
    if (1.0 < fVar7) {
      local_24 = local_24 * fVar7;
      *param_5 = local_24;
      param_5[1] = (fVar1 / fVar6) * fVar7;
    }
  }
  *(float *)param_4 = *(float *)param_4 * local_24;
  *(float *)(param_4 + 4) = *(float *)(param_4 + 4) * local_24;
  *(float *)(param_4 + 8) = local_24 * *(float *)(param_4 + 8);
  fVar6 = param_5[1];
  *(float *)(param_4 + 0xc) = *(float *)(param_4 + 0xc) * fVar6;
  *(float *)(param_4 + 0x10) = *(float *)(param_4 + 0x10) * fVar6;
  *(float *)(param_4 + 0x14) = fVar6 * *(float *)(param_4 + 0x14);
  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)