COcclusionSystem::ClipPolygonToNearPlane
0x001cc9c0 · 755 bytes · __thiscall
_ZNK16COcclusionSystem22ClipPolygonToNearPlaneEPP6VectoriS2_Pb
Decompiled
undefined (5 params)
/* COcclusionSystem::ClipPolygonToNearPlane(Vector**, int, Vector**, bool*) const */
int __thiscall
COcclusionSystem::ClipPolygonToNearPlane
(COcclusionSystem *this,Vector **param_1,int param_2,Vector **param_3,bool *param_4)
{
int iVar1;
Vector *pVVar2;
bool bVar3;
bool bVar4;
Vector *pVVar5;
int iVar6;
int iVar7;
int iVar8;
longdouble lVar9;
float fVar10;
float fVar11;
float fVar12;
float fVar13;
int local_34;
float local_28;
float local_24;
float local_20;
*param_4 = false;
iVar6 = 0;
local_34 = iVar6;
if (2 < param_2) {
local_34 = 0;
fVar13 = *(float *)(this + 0xa4);
fVar10 = *(float *)(this + 0xa8);
fVar12 = *(float *)(this + 0xac);
pVVar5 = param_1[param_2 + -1];
fVar11 = *(float *)(this + 0xb0);
iVar8 = 0;
bVar4 = fVar11 <= *(float *)(pVVar5 + 4) * fVar10 + *(float *)pVVar5 * fVar13 +
*(float *)(pVVar5 + 8) * fVar12;
while( true ) {
pVVar2 = param_1[iVar8];
bVar3 = fVar11 <= fVar10 * *(float *)(pVVar2 + 4) + fVar13 * *(float *)pVVar2 +
fVar12 * *(float *)(pVVar2 + 8);
if (bVar3) {
iVar7 = iVar6;
if (!bVar4) {
iVar7 = iVar6 + 1;
iVar1 = iVar6 * 0xc;
param_3[local_34] = (Vector *)(s_TempVertMemory + iVar1);
local_28 = *(float *)pVVar2 - *(float *)pVVar5;
local_24 = *(float *)(pVVar2 + 4) - *(float *)(pVVar5 + 4);
local_20 = *(float *)(pVVar2 + 8) - *(float *)(pVVar5 + 8);
lVar9 = (longdouble)
IntersectRayWithPlane
(pVVar5,(Vector *)&local_28,(Vector *)(this + 0xa4),
*(float *)(this + 0xb0));
fVar13 = (float)lVar9;
local_34 = local_34 + 1;
*(float *)(s_TempVertMemory + iVar6 * 0xc) =
(*(float *)pVVar2 - *(float *)pVVar5) * fVar13 + *(float *)pVVar5;
*(float *)(s_TempVertMemory + iVar1 + 4) =
(*(float *)(pVVar2 + 4) - *(float *)(pVVar5 + 4)) * fVar13 + *(float *)(pVVar5 + 4);
*(float *)(s_TempVertMemory + iVar1 + 8) =
(*(float *)(pVVar2 + 8) - *(float *)(pVVar5 + 8)) * fVar13 + *(float *)(pVVar5 + 8);
*param_4 = true;
}
param_3[local_34] = pVVar2;
local_34 = local_34 + 1;
iVar6 = iVar7;
}
else if (bVar4) {
iVar7 = iVar6 * 0xc;
param_3[local_34] = (Vector *)(s_TempVertMemory + iVar7);
local_28 = *(float *)pVVar2 - *(float *)pVVar5;
local_24 = *(float *)(pVVar2 + 4) - *(float *)(pVVar5 + 4);
local_20 = *(float *)(pVVar2 + 8) - *(float *)(pVVar5 + 8);
lVar9 = (longdouble)
IntersectRayWithPlane
(pVVar5,(Vector *)&local_28,(Vector *)(this + 0xa4),
*(float *)(this + 0xb0));
fVar13 = (float)lVar9;
local_34 = local_34 + 1;
*(float *)(s_TempVertMemory + iVar6 * 0xc) =
(*(float *)pVVar2 - *(float *)pVVar5) * fVar13 + *(float *)pVVar5;
*(float *)(s_TempVertMemory + iVar7 + 4) =
(*(float *)(pVVar2 + 4) - *(float *)(pVVar5 + 4)) * fVar13 + *(float *)(pVVar5 + 4);
*(float *)(s_TempVertMemory + iVar7 + 8) =
(*(float *)(pVVar2 + 8) - *(float *)(pVVar5 + 8)) * fVar13 + *(float *)(pVVar5 + 8);
*param_4 = true;
iVar6 = iVar6 + 1;
}
if (iVar8 + 1 == param_2) break;
iVar8 = iVar8 + 1;
fVar13 = *(float *)(this + 0xa4);
fVar10 = *(float *)(this + 0xa8);
fVar12 = *(float *)(this + 0xac);
fVar11 = *(float *)(this + 0xb0);
pVVar5 = pVVar2;
bVar4 = bVar3;
}
}
return local_34;
}
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
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calling convention, and argument types straight from the gamedata. Less
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Gamedata KeyValues
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Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.