L L4D2node

Engine_WorldLightAngle

0x00186a90 · 597 bytes · __cdecl

_Z22Engine_WorldLightAnglePK13dworldlight_tRK6VectorS4_S4_

Decompiled

undefined (4 params)

/* Engine_WorldLightAngle(dworldlight_t const*, Vector const&, Vector const&, Vector const&) */

longdouble
Engine_WorldLightAngle(dworldlight_t *param_1,Vector *param_2,Vector *param_3,Vector *param_4)

{
  float fVar1;
  longdouble lVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  
  fVar3 = 0.0;
  switch(*(undefined4 *)(param_1 + 0x34)) {
  case 0:
    fVar6 = *(float *)(param_3 + 4) * *(float *)(param_4 + 4) +
            *(float *)param_3 * *(float *)param_4 +
            *(float *)(param_3 + 8) * *(float *)(param_4 + 8);
    fVar3 = 0.0;
    if ((0.0 <= fVar6) &&
       (fVar4 = -(*(float *)(param_4 + 4) * *(float *)(param_2 + 4) +
                  *(float *)param_4 * *(float *)param_2 +
                 *(float *)(param_4 + 8) * *(float *)(param_2 + 8)), 0.01 < fVar4)) {
      fVar3 = fVar4 * fVar6;
    }
    break;
  case 1:
  case 4:
    fVar3 = *(float *)(param_4 + 4) * *(float *)(param_3 + 4) +
            *(float *)param_4 * *(float *)param_3 +
            *(float *)(param_4 + 8) * *(float *)(param_3 + 8);
    if (fVar3 <= 0.0) {
      fVar3 = 0.0;
    }
    return (longdouble)fVar3;
  case 2:
    fVar6 = *(float *)(param_3 + 4) * *(float *)(param_4 + 4) +
            *(float *)param_3 * *(float *)param_4 +
            *(float *)(param_3 + 8) * *(float *)(param_4 + 8);
    if (fVar6 < 0.0) {
      fVar3 = 0.0;
    }
    else {
      fVar4 = *(float *)(param_1 + 0x40);
      fVar5 = -(*(float *)(param_4 + 4) * *(float *)(param_2 + 4) +
                *(float *)param_4 * *(float *)param_2 +
               *(float *)(param_4 + 8) * *(float *)(param_2 + 8));
      fVar3 = 0.0;
      if ((fVar4 < fVar5) && (fVar1 = *(float *)(param_1 + 0x3c), fVar3 = fVar6, fVar5 < fVar1)) {
        fVar3 = *(float *)(param_1 + 0x44);
        if ((fVar3 == 1.0) || (fVar3 == 0.0)) {
          fVar3 = ((fVar5 - fVar4) / (fVar1 - fVar4)) * fVar6;
        }
        else {
          lVar2 = (longdouble)
                  __pow_finite((double)((fVar5 - fVar4) / (fVar1 - fVar4)),(double)fVar3);
          fVar3 = (float)lVar2 * fVar6;
        }
      }
    }
    break;
  case 3:
    fVar3 = -(*(float *)(param_2 + 4) * *(float *)(param_3 + 4) +
              *(float *)param_2 * *(float *)param_3 +
             *(float *)(param_2 + 8) * *(float *)(param_3 + 8));
    if (fVar3 <= 0.0) {
      fVar3 = 0.0;
    }
    return (longdouble)fVar3;
  case 5:
    return (longdouble)1.0;
  }
  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)