L L4D2node

COcclusionSystem::ComputeScreenSpacePlane

0x001ccf20 · 118 bytes · __thiscall

_ZN16COcclusionSystem23ComputeScreenSpacePlaneERK8cplane_tPS0_

Decompiled

undefined (3 params)

/* COcclusionSystem::ComputeScreenSpacePlane(cplane_t const&, cplane_t*) */

void __thiscall
COcclusionSystem::ComputeScreenSpacePlane
          (COcclusionSystem *this,cplane_t *param_1,cplane_t *param_2)

{
  float fVar1;
  float fVar2;
  float fVar3;
  
  fVar3 = 0.0;
  if (*(float *)(param_1 + 0xc) != 0.0) {
    fVar3 = 1.0 / *(float *)(param_1 + 0xc);
  }
  *(float *)param_2 = *(float *)(this + 0x88) * *(float *)param_1 * fVar3;
  fVar1 = *(float *)(this + 0x8c);
  fVar2 = *(float *)(param_1 + 4);
  *(undefined4 *)(param_2 + 8) = 0x3f800000;
  *(float *)(param_2 + 4) = fVar1 * fVar2 * fVar3;
  *(float *)(param_2 + 0xc) =
       *(float *)(this + 0x90) * *(float *)(param_1 + 8) * fVar3 + *(float *)(this + 0x94);
  return;
}

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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)