IterateLightmapSamples
0x00133fe0 · 1069 bytes · __cdecl
_Z22IterateLightmapSamplesP9CDispInfoRK27ProcessLightmapSampleData_t
Decompiled
undefined (2 params)
/* IterateLightmapSamples(CDispInfo*, ProcessLightmapSampleData_t const&) */
void IterateLightmapSamples(CDispInfo *param_1,ProcessLightmapSampleData_t *param_2)
{
int iVar1;
ushort *puVar2;
int iVar3;
int iVar4;
float *pfVar5;
int iVar6;
byte *pbVar7;
uint uVar8;
float *pfVar9;
float *pfVar10;
float fVar11;
float fVar12;
float fVar13;
int local_70;
byte *local_54;
int local_50;
float local_4c;
float local_48;
float local_44;
float local_40;
float local_3c;
float local_38;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
iVar4 = (*(int *)(param_1 + 0x16c) - *(int *)(DAT_003a172c + 0x78) & 0xffffffe0U) +
*(int *)(DAT_003a172c + 0x7c);
iVar1 = *(short *)(iVar4 + 4) + 1;
iVar4 = *(short *)(iVar4 + 6) + 1;
local_54 = (byte *)(g_DispLightmapSamplePositions + *(int *)(param_1 + 0x238));
if (0 < iVar4) {
local_70 = 0;
do {
if (0 < iVar1) {
local_50 = 0;
do {
uVar8 = (uint)*local_54;
pbVar7 = local_54;
if (*local_54 == 0xff) {
pbVar7 = local_54 + 1;
uVar8 = local_54[1] + 0xff;
}
iVar6 = *(int *)(param_1 + 0x34);
local_54 = pbVar7 + 4;
fVar11 = ((float)pbVar7[1] + 0.0) * 0.003921569;
fVar13 = ((float)pbVar7[2] + 0.0) * 0.003921569;
puVar2 = (ushort *)(*(int *)(*(int *)(param_1 + 0x1dc) + 0x14) + uVar8 * 6);
pfVar5 = (float *)((uint)puVar2[2] * iVar6 + *(int *)(param_1 + 0x88));
pfVar9 = (float *)((uint)puVar2[1] * iVar6 + *(int *)(param_1 + 0x88));
pfVar10 = (float *)(iVar6 * (uint)*puVar2 + *(int *)(param_1 + 0x88));
fVar12 = ((float)pbVar7[3] + 0.0) * 0.003921569;
local_4c = fVar13 * *pfVar9 + fVar12 * *pfVar5 + fVar11 * *pfVar10;
local_48 = pfVar9[1] * fVar13 + pfVar5[1] * fVar12 + pfVar10[1] * fVar11;
local_44 = pfVar9[2] * fVar13 + pfVar5[2] * fVar12 + pfVar10[2] * fVar11;
iVar6 = CDispInfo::NumLightMaps(param_1);
if (1 < iVar6) {
iVar6 = *(int *)(param_1 + 0x40);
pfVar5 = (float *)((uint)puVar2[2] * iVar6 + *(int *)(param_1 + 0x94));
pfVar9 = (float *)((uint)puVar2[1] * iVar6 + *(int *)(param_1 + 0x94));
pfVar10 = (float *)(iVar6 * (uint)*puVar2 + *(int *)(param_1 + 0x94));
local_3c = pfVar9[1] * fVar13 + pfVar5[1] * fVar12 + pfVar10[1] * fVar11;
local_38 = pfVar9[2] * fVar13 + pfVar5[2] * fVar12 + pfVar10[2] * fVar11;
iVar6 = *(int *)(param_1 + 0x6c);
local_40 = *pfVar9 * fVar13 + *pfVar5 * fVar12 + *pfVar10 * fVar11;
pfVar5 = (float *)((uint)puVar2[2] * iVar6 + *(int *)(param_1 + 0xc0));
pfVar9 = (float *)((uint)puVar2[1] * iVar6 + *(int *)(param_1 + 0xc0));
pfVar10 = (float *)(iVar6 * (uint)*puVar2 + *(int *)(param_1 + 0xc0));
local_30 = pfVar9[1] * fVar13 + pfVar5[1] * fVar12 + pfVar10[1] * fVar11;
local_2c = pfVar9[2] * fVar13 + pfVar5[2] * fVar12 + pfVar10[2] * fVar11;
local_34 = *pfVar9 * fVar13 + *pfVar5 * fVar12 + *pfVar10 * fVar11;
iVar6 = *(int *)(param_1 + 0x70);
iVar3 = *(int *)(param_1 + 0xc4);
pfVar9 = (float *)((uint)puVar2[1] * iVar6 + iVar3);
pfVar5 = (float *)((uint)puVar2[2] * iVar6 + iVar3);
pfVar10 = (float *)(iVar6 * (uint)*puVar2 + iVar3);
local_24 = pfVar9[1] * fVar13 + pfVar5[1] * fVar12 + pfVar10[1] * fVar11;
local_20 = pfVar9[2] * fVar13 + pfVar5[2] * fVar12 + pfVar10[2] * fVar11;
local_28 = fVar13 * *pfVar9 + fVar12 * *pfVar5 + fVar11 * *pfVar10;
}
(**(code **)(param_2 + 0x24))
(param_2,&local_4c,&local_40,&local_34,&local_28,local_70,local_50,iVar4,iVar1);
local_50 = local_50 + 1;
} while (local_50 < iVar1);
}
local_70 = local_70 + 1;
} while (local_70 < iVar4);
}
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.