Overlay_DispUVToWorld
0x001d1e10 · 319 bytes · __cdecl
_Z21Overlay_DispUVToWorldP9CDispInfoP11CMeshReaderRK8Vector2DR6VectorS7_R18moverlayfragment_t
Decompiled
undefined (6 params)
/* Overlay_DispUVToWorld(CDispInfo*, CMeshReader*, Vector2D const&, Vector&, Vector&,
moverlayfragment_t&) */
void Overlay_DispUVToWorld
(CDispInfo *param_1,CMeshReader *param_2,Vector2D *param_3,Vector *param_4,
Vector *param_5,moverlayfragment_t *param_6)
{
int iVar1;
int iVar2;
int iVar3;
float fVar4;
float fVar5;
Vector local_28 [24];
iVar3 = (**(code **)(*(int *)param_1 + 0x48))(param_1);
iVar1 = *(int *)(param_1 + 0x170);
iVar2 = *(int *)(param_6 + 0x10);
iVar3 = (1 << ((byte)*(undefined4 *)(iVar3 + 0x1c) & 0x1f)) + 1;
PointInQuadFromBarycentric
((Vector *)(iVar2 + (iVar1 % 4) * 0x34),(Vector *)(((iVar1 + 3) % 4) * 0x34 + iVar2),
(Vector *)(((iVar1 + 2) % 4) * 0x34 + iVar2),
(Vector *)(((iVar1 + 1) % 4) * 0x34 + iVar2),param_3,local_28);
fVar5 = *(float *)param_3 * ((float)iVar3 - 1.000001);
fVar4 = ((float)iVar3 - 1.000001) * *(float *)(param_3 + 4);
if (((int)fVar4 * iVar3 + (int)fVar5) % 2 != 1) {
Overlay_TriBLToTR(param_1,param_2,param_4,param_5,fVar5,fVar4,iVar3,local_28);
return;
}
Overlay_TriTLToBR(param_1,param_2,param_4,param_5,fVar5,fVar4,iVar3,local_28);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.