WorldLightToMaterialLight
0x00186520 · 744 bytes · __cdecl
_Z25WorldLightToMaterialLightP13dworldlight_tR11LightDesc_t
Decompiled
undefined (2 params)
/* WorldLightToMaterialLight(dworldlight_t*, LightDesc_t&) */
undefined4 WorldLightToMaterialLight(dworldlight_t *param_1,LightDesc_t *param_2)
{
float fVar1;
float fVar2;
longdouble lVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
fVar4 = 0.0;
*(undefined4 *)(param_2 + 0x30) = 0;
*(undefined4 *)(param_2 + 0x34) = 0;
*(undefined4 *)(param_2 + 0x38) = 0;
*(undefined4 *)(param_2 + 0x4c) = 0x3f800000;
fVar6 = fVar4;
fVar7 = fVar4;
switch(*(undefined4 *)(param_1 + 0x34)) {
case 0:
*(undefined4 *)param_2 = 3;
fVar6 = 0.0;
fVar7 = 1.0;
*(undefined4 *)(param_2 + 0x3c) = 0x3fc90fdb;
*(undefined4 *)(param_2 + 0x40) = 0x3fc90fdb;
*(undefined4 *)(param_2 + 0x38) = 0x3f800000;
*(undefined4 *)(param_2 + 0x44) = 0;
*(undefined4 *)(param_2 + 0x48) = 0;
*(undefined4 *)(param_2 + 0x2c) = 0x3f800000;
goto LAB_00186590;
case 1:
*(undefined4 *)param_2 = 1;
fVar6 = *(float *)(param_1 + 0x4c);
*(float *)(param_2 + 0x30) = fVar6;
fVar4 = *(float *)(param_1 + 0x50);
*(float *)(param_2 + 0x34) = fVar4;
fVar7 = *(float *)(param_1 + 0x54);
*(float *)(param_2 + 0x38) = fVar7;
break;
case 2:
*(undefined4 *)param_2 = 3;
*(undefined4 *)(param_2 + 0x30) = *(undefined4 *)(param_1 + 0x4c);
*(undefined4 *)(param_2 + 0x34) = *(undefined4 *)(param_1 + 0x50);
*(undefined4 *)(param_2 + 0x38) = *(undefined4 *)(param_1 + 0x54);
lVar3 = (longdouble)__acosf_finite(*(undefined4 *)(param_1 + 0x3c));
*(float *)(param_2 + 0x3c) = (float)lVar3;
lVar3 = (longdouble)__acosf_finite(*(undefined4 *)(param_1 + 0x40));
*(float *)(param_2 + 0x40) = (float)lVar3;
*(undefined4 *)(param_2 + 0x44) = *(undefined4 *)(param_1 + 0x3c);
*(undefined4 *)(param_2 + 0x48) = *(undefined4 *)(param_1 + 0x40);
fVar6 = *(float *)(param_1 + 0x44);
if (fVar6 == 0.0) {
fVar6 = 1.0;
}
*(float *)(param_2 + 0x2c) = fVar6;
LightDesc_t::RecalculateOneOverThetaDotMinusPhiDot(param_2);
fVar4 = *(float *)(param_2 + 0x34);
fVar6 = *(float *)(param_2 + 0x30);
fVar7 = *(float *)(param_2 + 0x38);
break;
case 3:
*(undefined4 *)param_2 = 2;
fVar4 = 0.0;
fVar7 = 0.0;
goto LAB_0018657c;
case 4:
case 5:
return 0;
}
if (((fVar6 == 0.0) && (fVar4 == 0.0)) && (fVar6 = fVar4, fVar7 == 0.0)) {
LAB_0018657c:
fVar6 = 1.0;
*(undefined4 *)(param_2 + 0x30) = 0x3f800000;
}
LAB_00186590:
*(undefined4 *)(param_2 + 0x10) = *(undefined4 *)param_1;
*(undefined4 *)(param_2 + 0x14) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(param_2 + 0x18) = *(undefined4 *)(param_1 + 8);
*(undefined4 *)(param_2 + 0x1c) = *(undefined4 *)(param_1 + 0x18);
*(undefined4 *)(param_2 + 0x20) = *(undefined4 *)(param_1 + 0x1c);
*(undefined4 *)(param_2 + 0x24) = *(undefined4 *)(param_1 + 0x20);
fVar5 = *(float *)(param_1 + 0xc);
*(float *)(param_2 + 4) = fVar5;
fVar1 = *(float *)(param_1 + 0x10);
*(float *)(param_2 + 8) = fVar1;
fVar2 = *(float *)(param_1 + 0x14);
*(float *)(param_2 + 0xc) = fVar2;
fVar5 = SQRT(fVar1 * fVar1 + fVar5 * fVar5 + fVar2 * fVar2);
if (*(float *)(param_1 + 0x48) == 0.0) {
if (fVar7 == 0.0) {
if (fVar4 != 0.0) {
*(float *)(param_2 + 0x28) = (fVar5 * 33.333336 - fVar6) / fVar4;
goto LAB_00186614;
}
}
else {
fVar5 = fVar4 * fVar4 - fVar7 * 4.0 * (fVar6 - fVar5 * 33.333336);
if (0.0 <= fVar5) {
fVar5 = (SQRT(fVar5) - fVar4) / (fVar7 + fVar7);
if (fVar5 <= 0.0) {
fVar5 = 0.0;
}
*(float *)(param_2 + 0x28) = fVar5;
goto LAB_00186614;
}
}
*(undefined4 *)(param_2 + 0x28) = 0x5f7fffff;
}
else {
*(float *)(param_2 + 0x28) = *(float *)(param_1 + 0x48);
}
LAB_00186614:
*(uint *)(param_2 + 0x50) = (fVar6 != 0.0) + 8;
if (fVar4 != 0.0) {
*(uint *)(param_2 + 0x50) = *(uint *)(param_2 + 0x50) | 2;
}
if (fVar7 == 0.0) {
return 1;
}
*(uint *)(param_2 + 0x50) = *(uint *)(param_2 + 0x50) | 4;
return 1;
}
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.