L L4D2node

LightDesc_t::ComputeLightAtPointsForDirectional

0x00271150 · 148 bytes · __thiscall

_ZNK11LightDesc_t34ComputeLightAtPointsForDirectionalERK11FourVectorsS2_RS0_b

Decompiled

undefined (5 params)

/* LightDesc_t::ComputeLightAtPointsForDirectional(FourVectors const&, FourVectors const&,
   FourVectors&, bool) const */

void __thiscall
LightDesc_t::ComputeLightAtPointsForDirectional
          (LightDesc_t *this,FourVectors *param_1,FourVectors *param_2,FourVectors *param_3,
          bool param_4)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar8;
  undefined1 auVar6 [16];
  undefined1 auVar7 [16];
  
  fVar4 = *(float *)(this + 0x1c);
  fVar5 = *(float *)(this + 0x20);
  fVar8 = *(float *)(this + 0x24);
  fVar1 = fVar8 * *(float *)(param_2 + 0x20) +
          fVar5 * *(float *)(param_2 + 0x10) + fVar4 * *(float *)param_2;
  fVar2 = fVar8 * *(float *)(param_2 + 0x24) +
          fVar5 * *(float *)(param_2 + 0x14) + fVar4 * *(float *)(param_2 + 4);
  fVar3 = fVar8 * *(float *)(param_2 + 0x28) +
          fVar5 * *(float *)(param_2 + 0x18) + fVar4 * *(float *)(param_2 + 8);
  fVar4 = fVar8 * *(float *)(param_2 + 0x2c) +
          fVar5 * *(float *)(param_2 + 0x1c) + fVar4 * *(float *)(param_2 + 0xc);
  auVar6._4_4_ = fVar2;
  auVar6._0_4_ = fVar1;
  auVar6._8_4_ = fVar3;
  auVar6._12_4_ = fVar4;
  if (param_4) {
    auVar7._0_4_ = fVar1 * (float)0x3f000000 + (float)0x3f000000;
    auVar7._4_4_ = fVar2 * (float)0x3f000000 + (float)0x3f000000;
    auVar7._8_4_ = fVar3 * (float)0x3f000000 + (float)0x3f000000;
    auVar7._12_4_ = fVar4 * (float)0x3f000000 + (float)0x3f000000;
  }
  else {
    auVar7 = maxps(auVar6,Four_Zeros);
  }
  fVar4 = *(float *)(this + 4);
  fVar5 = auVar7._0_4_;
  fVar8 = auVar7._4_4_;
  fVar1 = auVar7._8_4_;
  fVar2 = auVar7._12_4_;
  *(float *)param_3 = fVar4 * fVar5 + *(float *)param_3;
  *(float *)(param_3 + 4) = fVar4 * fVar8 + *(float *)(param_3 + 4);
  *(float *)(param_3 + 8) = fVar4 * fVar1 + *(float *)(param_3 + 8);
  *(float *)(param_3 + 0xc) = fVar4 * fVar2 + *(float *)(param_3 + 0xc);
  fVar4 = *(float *)(this + 8);
  *(float *)(param_3 + 0x10) = fVar4 * fVar5 + *(float *)(param_3 + 0x10);
  *(float *)(param_3 + 0x14) = fVar4 * fVar8 + *(float *)(param_3 + 0x14);
  *(float *)(param_3 + 0x18) = fVar4 * fVar1 + *(float *)(param_3 + 0x18);
  *(float *)(param_3 + 0x1c) = fVar4 * fVar2 + *(float *)(param_3 + 0x1c);
  fVar4 = *(float *)(this + 0xc);
  *(float *)(param_3 + 0x20) = fVar4 * fVar5 + *(float *)(param_3 + 0x20);
  *(float *)(param_3 + 0x24) = fVar4 * fVar8 + *(float *)(param_3 + 0x24);
  *(float *)(param_3 + 0x28) = fVar4 * fVar1 + *(float *)(param_3 + 0x28);
  *(float *)(param_3 + 0x2c) = fVar4 * fVar2 + *(float *)(param_3 + 0x2c);
  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.



        

        

          

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