COcclusionSystem::StitchClippedVertices
0x001cd420 · 326 bytes · __thiscall
_ZN16COcclusionSystem21StitchClippedVerticesEP6Vectori
Decompiled
undefined (3 params)
/* COcclusionSystem::StitchClippedVertices(Vector*, int) */
void __thiscall
COcclusionSystem::StitchClippedVertices(COcclusionSystem *this,Vector *param_1,int param_2)
{
int iVar1;
int iVar2;
float *pfVar3;
int iVar4;
int local_20;
if (0 < param_2) {
local_20 = 0;
do {
if (ABS(*(float *)(param_1 + 8)) <= 0.001) {
iVar1 = *(int *)(this + 0x2ac);
iVar4 = (iVar1 * 3 + -3) * 4;
iVar2 = iVar1;
while (iVar2 = iVar2 + -1, -1 < iVar2) {
pfVar3 = (float *)(*(int *)(this + 0x2a0) + iVar4);
if (((ABS(*(float *)param_1 - *pfVar3) <= 0.001) &&
(ABS(*(float *)(param_1 + 4) - pfVar3[1]) <= 0.001)) &&
(ABS(*(float *)(param_1 + 8) - pfVar3[2]) <= 0.001)) {
*(float *)param_1 = *pfVar3;
*(float *)(param_1 + 4) = pfVar3[1];
*(float *)(param_1 + 8) = pfVar3[2];
goto LAB_001cd534;
}
iVar4 = iVar4 + -0xc;
}
CUtlVector<Vector,CUtlMemory<Vector,int>>::InsertBefore
((CUtlVector<Vector,CUtlMemory<Vector,int>> *)(this + 0x2a0),iVar1,param_1);
}
LAB_001cd534:
local_20 = local_20 + 1;
param_1 = param_1 + 0xc;
} while (local_20 != param_2);
}
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.