LightDesc_t::SetupOldStyleAttenuation
0x00271770 · 242 bytes · __thiscall
_ZN11LightDesc_t24SetupOldStyleAttenuationEfff
Decompiled
undefined (4 params)
/* LightDesc_t::SetupOldStyleAttenuation(float, float, float) */
void __thiscall
LightDesc_t::SetupOldStyleAttenuation(LightDesc_t *this,float param_1,float param_2,float param_3)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
if (param_1 < 0.001) {
fVar4 = 0.0;
param_1 = 0.0;
}
else {
fVar4 = param_1 * 10000.0;
}
fVar3 = 0.0;
fVar2 = fVar3;
fVar1 = fVar3;
if (0.001 <= param_2) {
fVar2 = param_2;
fVar1 = param_2 * 100.0;
}
if (((param_3 < 0.001) && (param_3 = fVar3, fVar2 < 0.001)) && (param_1 < 0.001)) {
param_3 = 1.0;
}
*(float *)(this + 0x38) = param_1;
*(float *)(this + 0x34) = fVar2;
*(float *)(this + 0x30) = param_3;
fVar4 = fVar1 + fVar4 + param_3;
if (0.0 < fVar4) {
*(float *)(this + 4) = *(float *)(this + 4) * fVar4;
*(float *)(this + 8) = *(float *)(this + 8) * fVar4;
*(float *)(this + 0xc) = fVar4 * *(float *)(this + 0xc);
}
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.