COcclusionSystem::SetView
0x001cb320 · 487 bytes · __thiscall
_ZN16COcclusionSystem7SetViewERK6VectorfRK7VMatrixS5_RK6VPlane
Decompiled
undefined (6 params)
/* COcclusionSystem::SetView(Vector const&, float, VMatrix const&, VMatrix const&, VPlane const&) */
void __thiscall
COcclusionSystem::SetView
(COcclusionSystem *this,Vector *param_1,float param_2,VMatrix *param_3,VMatrix *param_4,
VPlane *param_5)
{
float fVar1;
float fVar2;
float fVar3;
int iVar4;
undefined4 uVar5;
float fVar6;
double dVar7;
*(undefined4 *)(this + 0x98) = *(undefined4 *)param_1;
*(undefined4 *)(this + 0x9c) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(this + 0xa0) = *(undefined4 *)(param_1 + 8);
VMatrix::operator=((VMatrix *)(this + 0x48),param_3);
*(float *)(this + 0x88) = -*(float *)(param_4 + 0x2c) / *(float *)param_4;
*(float *)(this + 0x8c) = -*(float *)(param_4 + 0x2c) / *(float *)(param_4 + 0x14);
*(uint *)(this + 0x90) = *(uint *)(param_4 + 0x2c) ^ 0x80000000;
*(uint *)(this + 0x94) = *(uint *)(param_4 + 0x28) ^ 0x80000000;
MatrixMultiply(param_4,param_3,(VMatrix *)(this + 8));
fVar6 = *(float *)param_5;
*(float *)(this + 0xa4) = fVar6;
fVar1 = *(float *)(param_5 + 4);
*(float *)(this + 0xa8) = fVar1;
fVar2 = *(float *)(param_5 + 8);
*(float *)(this + 0xac) = fVar2;
fVar3 = *(float *)(param_5 + 0xc);
this[0xb4] = (COcclusionSystem)0x3;
this[4] = (COcclusionSystem)0x1;
*(float *)(this + 0xb0) = fVar3;
fVar6 = (fVar3 - (fVar6 * *(float *)param_1 + fVar2 * *(float *)(param_1 + 8))) -
fVar1 * *(float *)(param_1 + 4);
*(float *)(this + 0xb8) = fVar6;
dVar7 = tan((double)(param_2 * 0.5) * 0.017453292519943295);
uVar5 = r_occlusionspew._28_4_;
fVar6 = fVar6 / (float)(dVar7 * (double)fVar6);
*(float *)(this + 0xbc) = fVar6 * fVar6;
if ((*(int *)(uVar5 + 0x30) != 0) && (iVar4 = *(int *)(this + 700), iVar4 != 0)) {
Msg("Occl %.2f (%d/%d)\n",(double)(((float)*(int *)(this + 0x2c0) / (float)iVar4) * 100.0),
*(int *)(this + 0x2c0),iVar4);
*(undefined4 *)(this + 700) = 0;
*(undefined4 *)(this + 0x2c0) = 0;
return;
}
return;
}
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.