LightDesc_t::SetupNewStyleAttenuation
0x00271880 · 309 bytes · __thiscall
_ZN11LightDesc_t24SetupNewStyleAttenuationEff
Decompiled
undefined (3 params)
/* LightDesc_t::SetupNewStyleAttenuation(float, float) */
void __thiscall LightDesc_t::SetupNewStyleAttenuation(LightDesc_t *this,float param_1,float param_2)
{
char cVar1;
float fVar2;
float local_18;
float local_14;
float local_10 [2];
if (param_2 < param_1) {
Warning("light has _fifty_percent_distance of %f but no zero_percent_distance\n",(double)param_1
);
param_2 = param_1 + param_1;
}
local_18 = 0.0;
local_14 = 1.0;
local_10[0] = 0.0;
cVar1 = SolveInverseQuadraticMonotonic
(0.0,1.0,param_1,2.0,param_2,256.0,&local_18,&local_14,local_10);
if (cVar1 == '\0') {
Warning("can\'t solve quadratic for light %f %f\n",(double)param_1,(double)param_2);
}
fVar2 = 2.0 / ((param_1 * local_18 + local_14) * param_1 + local_10[0]);
*(float *)(this + 0x38) = local_18 * fVar2;
*(float *)(this + 0x34) = local_14 * fVar2;
*(float *)(this + 0x30) = fVar2 * local_10[0];
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.