LightDesc_t::RecalculateDerivedValues
0x00271040 · 245 bytes · __thiscall
_ZN11LightDesc_t24RecalculateDerivedValuesEv
Decompiled
undefined (1 param)
/* LightDesc_t::RecalculateDerivedValues() */
void __thiscall LightDesc_t::RecalculateDerivedValues(LightDesc_t *this)
{
float fVar1;
float fVar2;
*(undefined4 *)(this + 0x50) = 8;
if (*(float *)(this + 0x30) != 0.0) {
*(undefined4 *)(this + 0x50) = 9;
}
if (*(float *)(this + 0x34) != 0.0) {
*(uint *)(this + 0x50) = *(uint *)(this + 0x50) | 2;
}
if (*(float *)(this + 0x38) != 0.0) {
*(uint *)(this + 0x50) = *(uint *)(this + 0x50) | 4;
}
if (*(int *)this == 3) {
fVar1 = cosf(*(float *)(this + 0x3c));
*(float *)(this + 0x44) = fVar1;
fVar2 = cosf(*(float *)(this + 0x40));
*(float *)(this + 0x48) = fVar2;
if (fVar1 - fVar2 <= 1e-10) {
*(undefined4 *)(this + 0x4c) = 0x3f800000;
}
else {
*(float *)(this + 0x4c) = 1.0 / (fVar1 - fVar2);
}
}
else if (*(int *)this == 2) {
*(float *)(this + 0x14) = *(float *)(this + 0x20) * 2e+06;
*(float *)(this + 0x18) = *(float *)(this + 0x24) * 2e+06;
*(float *)(this + 0x10) = *(float *)(this + 0x1c) * 2e+06;
}
*(float *)(this + 0x54) = *(float *)(this + 0x28) * *(float *)(this + 0x28);
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.