L L4D2node

CDispInfo::GetFlatVert

0x00134bd0 · 300 bytes · __cdecl

_ZN9CDispInfo11GetFlatVertEi

Decompiled

undefined (1 param)

/* CDispInfo::GetFlatVert(int) */

int CDispInfo::GetFlatVert(int param_1)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  int iVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  int in_stack_00000008;
  int in_stack_0000000c;
  
  iVar5 = *(int *)(*(int *)(in_stack_00000008 + 0x1dc) + 0x24);
  fVar1 = *(float *)(in_stack_00000008 + 0x1b0);
  fVar2 = *(float *)(in_stack_00000008 + 0x1b8);
  fVar6 = 1.0 / (float)(iVar5 + -1);
  fVar10 = (float)(in_stack_0000000c / iVar5) * fVar6;
  fVar9 = (*(float *)(in_stack_00000008 + 0x198) - *(float *)(in_stack_00000008 + 0x18c)) * fVar10 +
          *(float *)(in_stack_00000008 + 0x18c);
  fVar8 = (*(float *)(in_stack_00000008 + 0x19c) - *(float *)(in_stack_00000008 + 400)) * fVar10 +
          *(float *)(in_stack_00000008 + 400);
  fVar7 = (*(float *)(in_stack_00000008 + 0x1a0) - *(float *)(in_stack_00000008 + 0x194)) * fVar10 +
          *(float *)(in_stack_00000008 + 0x194);
  fVar3 = *(float *)(in_stack_00000008 + 0x1ac);
  fVar6 = (float)(in_stack_0000000c % iVar5) * fVar6;
  fVar4 = *(float *)(in_stack_00000008 + 0x1a4);
  *(float *)(param_1 + 4) =
       (((*(float *)(in_stack_00000008 + 0x1a8) - *(float *)(in_stack_00000008 + 0x1b4)) * fVar10 +
        *(float *)(in_stack_00000008 + 0x1b4)) - fVar8) * fVar6 + fVar8;
  *(float *)(param_1 + 8) = (((fVar3 - fVar2) * fVar10 + fVar2) - fVar7) * fVar6 + fVar7;
  *(float *)param_1 = (((fVar4 - fVar1) * fVar10 + fVar1) - fVar9) * fVar6 + fVar9;
  return param_1;
}

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)