CEdgeList::LocateEdgeCrossingDiscontinuity
0x001cc4f0 · 283 bytes · __thiscall
_ZN9CEdgeList31LocateEdgeCrossingDiscontinuityEffRiPPNS_6Edge_tE
Decompiled
undefined (5 params)
/* CEdgeList::LocateEdgeCrossingDiscontinuity(float, float, int&, CEdgeList::Edge_t**) */
longdouble __thiscall
CEdgeList::LocateEdgeCrossingDiscontinuity
(CEdgeList *this,float param_1,float param_2,int *param_3,Edge_t **param_4)
{
float *pfVar1;
CEdgeList *pCVar2;
int iVar3;
int iVar4;
CEdgeList *pCVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
float fVar11;
*param_3 = 0;
pCVar2 = *(CEdgeList **)(this + 0x70);
pCVar5 = this + 0x74;
fVar10 = param_1;
if (pCVar2 != pCVar5) {
fVar7 = -3.4028235e+38;
fVar11 = param_1;
LAB_001cc520:
do {
fVar10 = *(float *)(pCVar2 + 0x18);
pfVar1 = *(float **)(pCVar2 + 0x28);
fVar6 = (fVar11 - *(float *)(pCVar2 + 4)) * fVar10 + *(float *)pCVar2;
if (((fVar6 <= fVar7) && (fVar9 = pfVar1[6], fVar10 < fVar9)) &&
((*(float *)(pCVar2 + 0xc) != pfVar1[3] ||
((*(float *)(pCVar2 + 0x10) != pfVar1[4] || (*(float *)(pCVar2 + 0x14) != pfVar1[5]))))))
{
fVar7 = *pfVar1;
fVar8 = ((*(float *)(pCVar2 + 4) - pfVar1[1]) * fVar10 - (*(float *)pCVar2 - fVar7)) /
(fVar10 - fVar9);
fVar10 = pfVar1[1] + fVar8;
if ((fVar10 < param_1) && (fVar10 != param_1)) {
if (fVar10 <= param_2) {
fVar10 = param_2;
}
if (fVar11 == fVar10) {
iVar3 = *param_3 + 1;
iVar4 = *param_3 << 2;
}
else {
*param_3 = 0;
iVar3 = 1;
fVar7 = *pfVar1;
fVar9 = pfVar1[6];
iVar4 = 0;
}
*param_3 = iVar3;
*(CEdgeList **)((int)param_4 + iVar4) = pCVar2;
pCVar2 = *(CEdgeList **)(pCVar2 + 0x2c);
fVar7 = fVar9 * fVar8 + fVar7;
fVar11 = fVar10;
if (pCVar2 == pCVar5) break;
goto LAB_001cc520;
}
}
pCVar2 = *(CEdgeList **)(pCVar2 + 0x2c);
fVar7 = fVar6;
fVar10 = fVar11;
} while (pCVar2 != pCVar5);
}
return (longdouble)fVar10;
}
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.