L L4D2node

Engine_WorldLightDistanceFalloff

0x001868c0 · 435 bytes · __cdecl

_Z32Engine_WorldLightDistanceFalloffPK13dworldlight_tRK6Vectorb

Decompiled

undefined (3 params)

/* Engine_WorldLightDistanceFalloff(dworldlight_t const*, Vector const&, bool) */

longdouble Engine_WorldLightDistanceFalloff(dworldlight_t *param_1,Vector *param_2,bool param_3)

{
  int iVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  
  iVar1 = *(int *)(param_1 + 0x34);
  if (2 < iVar1) {
    if (iVar1 == 4) {
      fVar2 = *(float *)(param_1 + 0x50) -
              SQRT(*(float *)(param_2 + 4) * *(float *)(param_2 + 4) +
                   *(float *)param_2 * *(float *)param_2 +
                   *(float *)(param_2 + 8) * *(float *)(param_2 + 8));
      if (fVar2 <= 0.0) {
        fVar2 = 0.0;
      }
      return (longdouble)fVar2;
    }
LAB_00186a30:
    return (longdouble)1.0;
  }
  if (iVar1 < 1) {
    if (iVar1 != 0) goto LAB_00186a30;
    fVar2 = *(float *)(param_1 + 0x48);
    fVar3 = 0.0;
    if (fVar2 == 0.0) {
      fVar4 = *(float *)(param_2 + 4) * *(float *)(param_2 + 4) +
              *(float *)param_2 * *(float *)param_2 +
              *(float *)(param_2 + 8) * *(float *)(param_2 + 8);
    }
    else {
      fVar4 = *(float *)(param_2 + 4) * *(float *)(param_2 + 4) +
              *(float *)param_2 * *(float *)param_2 +
              *(float *)(param_2 + 8) * *(float *)(param_2 + 8);
      if (fVar2 * fVar2 < fVar4) goto LAB_001869c7;
    }
    fVar3 = 1.0;
    if (1.0 <= fVar4) {
      return (longdouble)(1.0 / fVar4);
    }
  }
  else {
    fVar4 = *(float *)(param_2 + 4) * *(float *)(param_2 + 4) +
            *(float *)param_2 * *(float *)param_2 +
            *(float *)(param_2 + 8) * *(float *)(param_2 + 8);
    fVar2 = SQRT(fVar4);
    if (!param_3) {
      fVar3 = 0.0;
      if ((*(float *)(param_1 + 0x48) != 0.0) && (*(float *)(param_1 + 0x48) < fVar2))
      goto LAB_001869c7;
    }
    fVar3 = 1.0 / (fVar4 * *(float *)(param_1 + 0x54) + *(float *)(param_1 + 0x4c) +
                  fVar2 * *(float *)(param_1 + 0x50));
  }
LAB_001869c7:
  return (longdouble)fVar3;
}

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)