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 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.