CEdgeList::IntroduceNewActiveEdges
0x001cc3d0 · 269 bytes · __thiscall
_ZN9CEdgeList23IntroduceNewActiveEdgesEf
Decompiled
undefined (2 params)
/* CEdgeList::IntroduceNewActiveEdges(float) */
void __thiscall CEdgeList::IntroduceNewActiveEdges(CEdgeList *this,float param_1)
{
float fVar1;
float fVar2;
int iVar3;
CEdgeList *pCVar4;
int iVar5;
float *pfVar6;
iVar3 = *(int *)(this + 0x3c);
iVar5 = *(int *)(this + 0x11c);
if (iVar5 != iVar3) {
pfVar6 = (float *)((uint)*(ushort *)(*(int *)(this + 0x30) + iVar5 * 2) * 0x30 + *(int *)this);
fVar1 = pfVar6[1];
while (fVar1 <= param_1) {
fVar2 = pfVar6[4];
if (param_1 < fVar2) {
pfVar6[8] = pfVar6[6] * (param_1 - fVar1) + *pfVar6;
if (fVar2 < *(float *)(this + 0x120)) {
*(float *)(this + 0x120) = fVar2;
}
pCVar4 = *(CEdgeList **)(this + 0x9c);
if (pCVar4 != this + 0x44) {
do {
if ((*(float *)(pCVar4 + 0x20) - pfVar6[8] <= 0.0) &&
((*(float *)(pCVar4 + 0x20) - pfVar6[8] < 0.0 ||
(*(float *)(pCVar4 + 0x18) <= pfVar6[6])))) break;
pCVar4 = *(CEdgeList **)(pCVar4 + 0x28);
} while (pCVar4 != this + 0x44);
}
fVar1 = *(float *)(pCVar4 + 0x2c);
pfVar6[10] = (float)pCVar4;
pfVar6[0xb] = fVar1;
*(float **)((int)fVar1 + 0x28) = pfVar6;
*(float **)(pCVar4 + 0x2c) = pfVar6;
iVar5 = *(int *)(this + 0x11c);
}
iVar5 = iVar5 + 1;
*(int *)(this + 0x11c) = iVar5;
if (iVar5 == iVar3) {
return;
}
pfVar6 = (float *)((uint)*(ushort *)(*(int *)(this + 0x30) + iVar5 * 2) * 0x30 + *(int *)this)
;
fVar1 = pfVar6[1];
}
if (fVar1 < *(float *)(this + 0x120)) {
*(float *)(this + 0x120) = fVar1;
}
}
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.