CDispInfo::UpdateNodeBoundingBoxes_R
0x00132280 · 614 bytes · __thiscall
_ZN9CDispInfo25UpdateNodeBoundingBoxes_RERK10CVertIndexii
Decompiled
undefined (4 params)
/* CDispInfo::UpdateNodeBoundingBoxes_R(CVertIndex const&, int, int) */
void __thiscall
CDispInfo::UpdateNodeBoundingBoxes_R(CDispInfo *this,CVertIndex *param_1,int param_2,int param_3)
{
short sVar1;
short sVar2;
ushort uVar3;
float *pfVar4;
int iVar5;
ushort *puVar6;
ushort *puVar7;
int iVar8;
int iVar9;
int iVar10;
float fVar11;
float fVar12;
float fVar13;
float fVar14;
float fVar15;
float fVar16;
int local_30;
ushort local_20;
short local_1e;
ushort local_1c [6];
sVar1 = *(short *)(param_1 + 2);
iVar8 = *(int *)(*(int *)(this + 0x1dc) + 0x24);
sVar2 = *(short *)param_1;
puVar7 = (ushort *)(param_2 * 0x1c + *(int *)(this + 0x24c));
puVar7[8] = 0xffff;
puVar7[9] = 0xff7f;
puVar7[10] = 0xffff;
puVar7[0xb] = 0xff7f;
puVar7[0xc] = 0xffff;
puVar7[0xd] = 0xff7f;
puVar7[2] = 0xffff;
puVar7[3] = 0x7f7f;
puVar7[4] = 0xffff;
puVar7[5] = 0x7f7f;
puVar7[6] = 0xffff;
puVar7[7] = 0x7f7f;
if ((param_3 + 1 < *(int *)(this + 0x184)) && ((*(byte *)((int)puVar7 + 3) & 1) != 0)) {
iVar10 = param_2 + 1;
iVar5 = *(int *)(this + 0x1dc);
iVar9 = 0;
do {
UpdateNodeBoundingBoxes_R
(this,(CVertIndex *)
((sVar1 * iVar8 + (int)sVar2) * 0x10 + *(int *)(iVar5 + 8) + iVar9 * 4),iVar10
,param_3 + 1);
iVar5 = iVar10 * 0x1c + *(int *)(this + 0x24c);
if (*(float *)(iVar5 + 4) != 3.4028235e+38) {
fVar12 = *(float *)(puVar7 + 8);
if (*(float *)(puVar7 + 8) <= *(float *)(iVar5 + 0x10)) {
fVar12 = *(float *)(iVar5 + 0x10);
}
*(float *)(puVar7 + 8) = fVar12;
fVar12 = *(float *)(puVar7 + 10);
if (*(float *)(puVar7 + 10) <= *(float *)(iVar5 + 0x14)) {
fVar12 = *(float *)(iVar5 + 0x14);
}
*(float *)(puVar7 + 10) = fVar12;
fVar12 = *(float *)(puVar7 + 0xc);
if (*(float *)(puVar7 + 0xc) <= *(float *)(iVar5 + 0x18)) {
fVar12 = *(float *)(iVar5 + 0x18);
}
*(float *)(puVar7 + 0xc) = fVar12;
fVar12 = *(float *)(puVar7 + 2);
if (*(float *)(iVar5 + 4) <= *(float *)(puVar7 + 2)) {
fVar12 = *(float *)(iVar5 + 4);
}
*(float *)(puVar7 + 2) = fVar12;
fVar12 = *(float *)(puVar7 + 4);
if (*(float *)(iVar5 + 8) <= *(float *)(puVar7 + 4)) {
fVar12 = *(float *)(iVar5 + 8);
}
*(float *)(puVar7 + 4) = fVar12;
fVar12 = *(float *)(puVar7 + 6);
if (*(float *)(iVar5 + 0xc) <= *(float *)(puVar7 + 6)) {
fVar12 = *(float *)(iVar5 + 0xc);
}
*(float *)(puVar7 + 6) = fVar12;
}
iVar5 = *(int *)(this + 0x1dc);
iVar9 = iVar9 + 1;
iVar10 = iVar10 + *(int *)(iVar5 + 8 + (param_3 + 0xc) * 4);
} while (iVar9 != 4);
}
if ((byte)puVar7[1] != 0) {
local_30 = 0;
fVar12 = *(float *)(puVar7 + 8);
fVar16 = *(float *)(puVar7 + 10);
fVar14 = *(float *)(puVar7 + 0xc);
fVar13 = *(float *)(puVar7 + 2);
iVar8 = *puVar7 + 1;
fVar11 = *(float *)(puVar7 + 4);
fVar15 = *(float *)(puVar7 + 6);
do {
iVar10 = *(int *)(this + 0xe4) * 2;
uVar3 = *(short *)(*(int *)(this + 0xd8) + (iVar8 + -1) * iVar10) - *(short *)(this + 0x2c);
local_20 = *(short *)(*(int *)(this + 0xd8) + iVar8 * iVar10) - *(short *)(this + 0x2c);
local_1e = *(short *)(*(int *)(this + 0xd8) + (iVar8 + 1) * iVar10) - *(short *)(this + 0x2c);
puVar6 = &local_20;
while( true ) {
pfVar4 = (float *)((uint)uVar3 * *(int *)(this + 0x34) + *(int *)(this + 0x88));
if (fVar12 <= *pfVar4) {
fVar12 = *pfVar4;
}
*(float *)(puVar7 + 8) = fVar12;
if (fVar16 <= pfVar4[1]) {
fVar16 = pfVar4[1];
}
*(float *)(puVar7 + 10) = fVar16;
if (fVar14 <= pfVar4[2]) {
fVar14 = pfVar4[2];
}
*(float *)(puVar7 + 0xc) = fVar14;
if (*pfVar4 <= fVar13) {
fVar13 = *pfVar4;
}
*(float *)(puVar7 + 2) = fVar13;
if (pfVar4[1] <= fVar11) {
fVar11 = pfVar4[1];
}
*(float *)(puVar7 + 4) = fVar11;
if (pfVar4[2] <= fVar15) {
fVar15 = pfVar4[2];
}
*(float *)(puVar7 + 6) = fVar15;
if (puVar6 == local_1c) break;
uVar3 = *puVar6;
puVar6 = puVar6 + 1;
}
local_30 = local_30 + 3;
iVar8 = iVar8 + 3;
} while (local_30 < (int)(uint)(byte)puVar7[1]);
}
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
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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.