CEdgeList::IntroduceSingleActiveEdge
0x001cc300 · 190 bytes · __thiscall
_ZN9CEdgeList25IntroduceSingleActiveEdgeEPKNS_6Edge_tEf
Decompiled
undefined (3 params)
/* CEdgeList::IntroduceSingleActiveEdge(CEdgeList::Edge_t const*, float) */
void __thiscall CEdgeList::IntroduceSingleActiveEdge(CEdgeList *this,Edge_t *param_1,float param_2)
{
float *pfVar1;
float fVar2;
float fVar3;
float fVar4;
pfVar1 = (float *)(*(int *)(this + 0xa4) + *(int *)(param_1 + 0x24) * 0x28);
if (pfVar1[7] != 0.0) {
*(float *)((int)pfVar1[7] + 0x18) = pfVar1[6];
*(float *)((int)pfVar1[6] + 0x1c) = pfVar1[7];
pfVar1[7] = 0.0;
pfVar1[6] = 0.0;
return;
}
fVar4 = (pfVar1[3] - *pfVar1 * *(float *)(param_1 + 0x20)) - param_2 * pfVar1[1];
pfVar1[5] = fVar4;
fVar2 = *(float *)(this + 0xe8);
while( true ) {
fVar3 = *(float *)((int)fVar2 + 0x14) - fVar4;
if ((-1e-06 < fVar3) && ((1e-06 <= fVar3 || (*(float *)((int)fVar2 + 4) < pfVar1[1])))) break;
fVar2 = *(float *)((int)fVar2 + 0x1c);
}
pfVar1[7] = fVar2;
pfVar1[6] = *(float *)((int)fVar2 + 0x18);
*(float **)((int)fVar2 + 0x18) = pfVar1;
*(float **)((int)pfVar1[6] + 0x1c) = pfVar1;
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.