CWingedEdgeList::IsOccludingEdgeList
0x001cbde0 · 307 bytes · __thiscall
_ZN15CWingedEdgeList19IsOccludingEdgeListERS_
Decompiled
undefined (2 params)
/* CWingedEdgeList::IsOccludingEdgeList(CWingedEdgeList&) */
undefined4 __thiscall
CWingedEdgeList::IsOccludingEdgeList(CWingedEdgeList *this,CWingedEdgeList *param_1)
{
char cVar1;
float fVar2;
float fVar3;
if (*(int *)(param_1 + 0x88) == 0) {
return 1;
}
*(undefined4 *)(param_1 + 0x78) = 0;
fVar3 = *(float *)(*(int *)(param_1 + 0x7c) + 4);
*(CWingedEdgeList **)(param_1 + 0x58) = param_1;
*(CWingedEdgeList **)(param_1 + 0x2c) = param_1 + 0x30;
if (fVar3 <= -1.0) {
fVar3 = -1.0;
}
*(float *)(param_1 + 0x74) = fVar3;
*(undefined4 *)(this + 0x78) = 0;
fVar3 = *(float *)(*(int *)(this + 0x7c) + 4);
*(CWingedEdgeList **)(this + 0x58) = this;
*(CWingedEdgeList **)(this + 0x2c) = this + 0x30;
if (fVar3 <= -1.0) {
fVar3 = -1.0;
}
*(float *)(this + 0x74) = fVar3;
fVar2 = *(float *)(param_1 + 0x74);
if (fVar3 <= fVar2) {
if (1.0 <= fVar2) {
return 1;
}
AdvanceActiveEdgeList(param_1,fVar2);
AdvanceActiveEdgeList(this,fVar2);
do {
cVar1 = IsOccludingActiveEdgeList(this,param_1,fVar2);
if (cVar1 == '\0') {
return 0;
}
if (1.0 <= fVar2) {
return 1;
}
fVar2 = 1.0;
if (*(float *)(this + 0x74) <= 1.0) {
fVar2 = *(float *)(this + 0x74);
}
if (*(float *)(param_1 + 0x74) <= fVar2) {
fVar2 = *(float *)(param_1 + 0x74);
}
cVar1 = AdvanceActiveEdgeList(param_1,fVar2);
if (cVar1 == '\0') {
return 1;
}
cVar1 = AdvanceActiveEdgeList(this,fVar2);
} while (cVar1 != '\0');
}
return 0;
}
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.