L L4D2node

CModelRender::ComputeLOD

0x00187630 · 349 bytes · __thiscall

_ZN12CModelRender10ComputeLODERK17ModelRenderInfo_tP14studiohwdata_t

Decompiled

undefined (3 params)

/* CModelRender::ComputeLOD(ModelRenderInfo_t const&, studiohwdata_t*) */

int __thiscall
CModelRender::ComputeLOD(CModelRender *this,ModelRenderInfo_t *param_1,studiohwdata_t *param_2)

{
  code *pcVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  int *piVar5;
  undefined4 uVar6;
  int iVar7;
  float *pfVar8;
  int iVar9;
  longdouble lVar10;
  float fVar11;
  
  iVar4 = *(int *)(r_lod._28_4_ + 0x30);
  if (iVar4 == -1) {
    piVar5 = (int *)(**(code **)(*materials + 0x180))(materials);
    if (piVar5 != (int *)0x0) {
                    /* try { // try from 001876e6 to 001876e8 has its CatchHandler @ 001877b5 */
      (**(code **)(*piVar5 + 8))(piVar5);
    }
    pcVar1 = *(code **)(*piVar5 + 0x13c);
                    /* try { // try from 001876ff to 00187712 has its CatchHandler @ 001877a0 */
    uVar6 = (**(code **)(**(int **)(param_1 + 0x18) + 4))(*(int **)(param_1 + 0x18));
    lVar10 = (longdouble)(*pcVar1)(piVar5,uVar6,0x3f000000);
    fVar11 = 0.0;
    if ((float)lVar10 != 0.0) {
      fVar11 = 100.0 / (float)lVar10;
    }
    iVar4 = *(int *)(param_2 + 4);
    iVar9 = 0;
    if (iVar4 != 0) {
      iVar3 = *(int *)(param_2 + 8);
      pfVar8 = (float *)(iVar3 + -0x18 + iVar4 * 0x1c);
      if (*pfVar8 <= 0.0 && *pfVar8 != 0.0) {
        iVar4 = iVar4 + -1;
      }
      iVar2 = *(int *)param_2;
      iVar4 = iVar4 + -1;
      iVar9 = iVar4;
      if (iVar2 < iVar4) {
        iVar7 = iVar2 + 1;
        iVar9 = iVar2;
        if (*(float *)(iVar3 + 4 + iVar7 * 0x1c) <= fVar11) {
          pfVar8 = (float *)(iVar3 + 0x20 + iVar7 * 0x1c);
          while ((iVar9 = iVar4, iVar7 != iVar4 && (iVar9 = iVar7, *pfVar8 <= fVar11))) {
            iVar7 = iVar7 + 1;
            pfVar8 = pfVar8 + 7;
          }
        }
      }
    }
    if ((piVar5 != (int *)0x0) && ((**(code **)(*piVar5 + 0xc))(piVar5), piVar5 != (int *)0x0)) {
      (**(code **)(*piVar5 + 4))(piVar5);
    }
  }
  else {
    iVar3 = *(int *)(param_2 + 4);
    if (((((byte)param_1[0x2c] & 0x40) == 0) || (iVar9 = iVar3 + -2, iVar4 < iVar3 + -1)) &&
       (iVar9 = iVar3 + -1, iVar4 < iVar3)) {
      iVar9 = 0;
      if (-1 < iVar4) {
        iVar9 = iVar4;
      }
      goto LAB_00187697;
    }
  }
  if (iVar9 < 0) {
    iVar4 = *(int *)param_2;
    if (iVar4 < 1) {
      iVar4 = 0;
    }
    return iVar4;
  }
  iVar3 = *(int *)(param_2 + 4);
LAB_00187697:
  if (iVar3 <= iVar9) {
    iVar9 = iVar3 + -1;
  }
  iVar4 = *(int *)param_2;
  if (*(int *)param_2 <= iVar9) {
    iVar4 = iVar9;
  }
  return iVar4;
}

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)