CModelRender::ComputeAmbientBoost
0x00187290 · 552 bytes · __thiscall
_ZN12CModelRender19ComputeAmbientBoostEiPK15LightingQuery_tP23MaterialLightingState_t
Decompiled
undefined (4 params)
/* CModelRender::ComputeAmbientBoost(int, LightingQuery_t const*, MaterialLightingState_t*) */
void __thiscall
CModelRender::ComputeAmbientBoost
(CModelRender *this,int param_1,LightingQuery_t *param_2,MaterialLightingState_t *param_3)
{
LightingQuery_t *pLVar1;
float fVar2;
MaterialLightingState_t *pMVar3;
MaterialLightingState_t *pMVar4;
int iVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
float fVar11;
if ((*(int *)(r_ambientboost._28_4_ + 0x30) != 0) && (0 < param_1)) {
fVar10 = 0.0;
fVar9 = 0.0;
pLVar1 = param_2 + param_1 * 0x14;
pMVar4 = param_3 + 0x48;
do {
if ((param_2[0x10] != (LightingQuery_t)0x0) &&
(fVar2 = *(float *)(param_3 + 0x54), fVar2 != 0.0)) {
iVar5 = 6;
pMVar3 = param_3;
do {
iVar5 = iVar5 + -1;
fVar7 = *(float *)(pMVar3 + 4) * 0.59 + *(float *)pMVar3 * 0.3 +
*(float *)(pMVar3 + 8) * 0.11;
if (fVar10 <= fVar7) {
fVar10 = fVar7;
}
fVar9 = fVar9 + fVar7;
pMVar3 = pMVar3 + 0xc;
} while (iVar5 != 0);
fVar9 = fVar9 * 0.16666667;
fVar7 = 0.0;
if (0 < (int)fVar2) {
fVar6 = 0.0;
fVar7 = 0.0;
pMVar3 = param_3;
do {
fVar11 = 1.0;
fVar8 = (*(float *)(pMVar3 + 0x6c) - *(float *)(pMVar4 + 4)) *
(*(float *)(pMVar3 + 0x6c) - *(float *)(pMVar4 + 4)) +
(*(float *)(pMVar3 + 0x68) - *(float *)pMVar4) *
(*(float *)(pMVar3 + 0x68) - *(float *)pMVar4) +
(*(float *)(pMVar3 + 0x70) - *(float *)(pMVar4 + 8)) *
(*(float *)(pMVar3 + 0x70) - *(float *)(pMVar4 + 8));
fVar8 = SQRT(fVar8) * *(float *)(pMVar3 + 0x8c) + *(float *)(pMVar3 + 0x88) +
fVar8 * *(float *)(pMVar3 + 0x90);
if (1e-05 < fVar8) {
fVar11 = 1.0 / fVar8;
}
fVar6 = (float)((int)fVar6 + 1);
fVar7 = fVar7 + (*(float *)(pMVar3 + 0x60) * 0.59 + *(float *)(pMVar3 + 0x5c) * 0.3 +
*(float *)(pMVar3 + 100) * 0.11) * fVar11;
pMVar3 = pMVar3 + 0x58;
} while (fVar6 != fVar2);
}
if ((fVar9 < *(float *)(r_ambientmin._28_4_ + 0x2c)) &&
(fVar7 = fVar7 * *(float *)(r_ambientfraction._28_4_ + 0x2c), fVar9 < fVar7)) {
fVar7 = fVar7 / fVar10;
iVar5 = 6;
pMVar3 = param_3;
if (*(float *)(r_ambientfactor._28_4_ + 0x2c) <= fVar7) {
fVar7 = *(float *)(r_ambientfactor._28_4_ + 0x2c);
}
do {
*(float *)pMVar3 = *(float *)pMVar3 * fVar7;
*(float *)(pMVar3 + 4) = *(float *)(pMVar3 + 4) * fVar7;
*(float *)(pMVar3 + 8) = *(float *)(pMVar3 + 8) * fVar7;
iVar5 = iVar5 + -1;
pMVar3 = pMVar3 + 0xc;
} while (iVar5 != 0);
}
}
param_2 = param_2 + 0x14;
param_3 = param_3 + 0x1b8;
pMVar4 = pMVar4 + 0x1b8;
} while (param_2 != pLVar1);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.