CEdgeList::AdvanceActiveEdgeList
0x001cc620 · 144 bytes · __thiscall
_ZN9CEdgeList21AdvanceActiveEdgeListEf
Decompiled
undefined (2 params)
/* CEdgeList::AdvanceActiveEdgeList(float) */
void __thiscall CEdgeList::AdvanceActiveEdgeList(CEdgeList *this,float param_1)
{
float fVar1;
CEdgeList *pCVar2;
CEdgeList *pCVar3;
float fVar4;
float fVar5;
fVar5 = -3.4028235e+38;
*(undefined4 *)(this + 0x120) = 0x7f7fffff;
pCVar3 = *(CEdgeList **)(this + 0x70);
while (pCVar3 != this + 0x74) {
fVar1 = *(float *)(pCVar3 + 0x10);
pCVar2 = *(CEdgeList **)(pCVar3 + 0x2c);
if (param_1 < fVar1) {
fVar4 = (param_1 - *(float *)(pCVar3 + 4)) * *(float *)(pCVar3 + 0x18) + *(float *)pCVar3;
if (fVar4 < fVar5) {
*(float *)(pCVar3 + 0x20) = fVar5;
}
else {
*(float *)(pCVar3 + 0x20) = fVar4;
fVar5 = fVar4;
}
pCVar3 = pCVar2;
if (fVar1 < *(float *)(this + 0x120)) {
*(float *)(this + 0x120) = fVar1;
}
}
else {
*(CEdgeList **)((int)*(float *)(pCVar3 + 0x28) + 0x2c) = pCVar2;
*(float *)((int)*(float *)(pCVar3 + 0x2c) + 0x28) = *(float *)(pCVar3 + 0x28);
pCVar3 = pCVar2;
}
}
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.