L L4D2node

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 into addons/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.



        

        

          

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