L L4D2node

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 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)