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 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.