L L4D2node

Mod_LeafAmbientColorAtPos

0x0019b080 · 633 bytes · __cdecl

_Z25Mod_LeafAmbientColorAtPosP6VectorRKS_i

Decompiled

undefined (3 params)

/* Mod_LeafAmbientColorAtPos(Vector*, Vector const&, int) */

void Mod_LeafAmbientColorAtPos(Vector *param_1,Vector *param_2,int param_3)

{
  ushort *puVar1;
  ColorRGBExp32 *pCVar2;
  int iVar3;
  ushort uVar4;
  int iVar5;
  Vector *pVVar6;
  int iVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  int local_38;
  float local_34;
  float local_28;
  float local_24;
  float local_20;
  
  iVar5 = 6;
  pVVar6 = param_1;
  do {
    *(undefined4 *)pVVar6 = 0;
    *(undefined4 *)(pVVar6 + 4) = 0;
    *(undefined4 *)(pVVar6 + 8) = 0;
    iVar5 = iVar5 + -1;
    pVVar6 = pVVar6 + 0xc;
  } while (iVar5 != 0);
  iVar5 = *(int *)(DAT_003a172c + 0xe4);
  puVar1 = (ushort *)(iVar5 + param_3 * 4);
  uVar4 = *puVar1;
  if (uVar4 == 0) {
    uVar4 = puVar1[1];
    param_3 = (int)uVar4;
    if (uVar4 == 0) {
      return;
    }
    uVar4 = *(ushort *)(iVar5 + param_3 * 4);
  }
  if (uVar4 != 0) {
    local_38 = 0;
    local_34 = 0.0;
    iVar3 = param_3 * 0x40 + *(int *)(DAT_003a172c + 0x10);
    iVar5 = (uint)*(ushort *)(iVar5 + 2 + param_3 * 4) * 0x1c + *(int *)(DAT_003a172c + 0xe8);
    do {
      iVar7 = 0;
      fVar10 = (*(float *)(iVar3 + 0x10) - (*(float *)param_2 + *(float *)(iVar3 + 0x20))) +
               *(float *)(iVar3 + 0x20) * 0.007843138 * ((float)*(byte *)(iVar5 + 0x18) + 0.0);
      fVar8 = (*(float *)(iVar3 + 0x14) - (*(float *)(param_2 + 4) + *(float *)(iVar3 + 0x24))) +
              *(float *)(iVar3 + 0x24) * 0.007843138 * ((float)*(byte *)(iVar5 + 0x19) + 0.0);
      fVar9 = (*(float *)(iVar3 + 0x18) - (*(float *)(param_2 + 8) + *(float *)(iVar3 + 0x28))) +
              *(float *)(iVar3 + 0x28) * 0.007843138 * ((float)*(byte *)(iVar5 + 0x1a) + 0.0);
      fVar8 = 1.0 / (fVar8 * fVar8 + fVar10 * fVar10 + 1.0 + fVar9 * fVar9);
      local_34 = local_34 + fVar8;
      pVVar6 = param_1;
      do {
        pCVar2 = (ColorRGBExp32 *)(iVar7 + iVar5);
        iVar7 = iVar7 + 4;
        ColorRGBExp32ToVector(pCVar2,(Vector *)&local_28);
        *(float *)(pVVar6 + 4) = local_24 * fVar8 + *(float *)(pVVar6 + 4);
        *(float *)(pVVar6 + 8) = local_20 * fVar8 + *(float *)(pVVar6 + 8);
        *(float *)pVVar6 = local_28 * fVar8 + *(float *)pVVar6;
        pVVar6 = pVVar6 + 0xc;
      } while (iVar7 != 0x18);
      local_38 = local_38 + 1;
      iVar5 = iVar5 + 0x1c;
    } while (local_38 < (int)(uint)uVar4);
    iVar5 = 6;
    local_34 = 1.0 / local_34;
    do {
      *(float *)param_1 = *(float *)param_1 * local_34;
      *(float *)(param_1 + 4) = *(float *)(param_1 + 4) * local_34;
      *(float *)(param_1 + 8) = *(float *)(param_1 + 8) * local_34;
      iVar5 = iVar5 + -1;
      param_1 = param_1 + 0xc;
    } while (iVar5 != 0);
  }
  return;
}

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)