L L4D2node

GeneratePerspectiveFrustum

0x0027a5b0 · 829 bytes · __cdecl

_Z26GeneratePerspectiveFrustumRK6VectorS1_S1_S1_ffffP6VPlane

Decompiled

undefined (9 params)

/* GeneratePerspectiveFrustum(Vector const&, Vector const&, Vector const&, Vector const&, float,
   float, float, float, VPlane*) */

void GeneratePerspectiveFrustum
               (Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4,float param_5,
               float param_6,float param_7,float param_8,VPlane *param_9)

{
  float fVar1;
  undefined4 uVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  fVar4 = *(float *)(param_2 + 4);
  fVar1 = *(float *)(param_2 + 8);
  fVar3 = *(float *)(param_1 + 4) * fVar4 + *(float *)param_1 * *(float *)param_2 +
          *(float *)(param_1 + 8) * fVar1;
  *(float *)(param_9 + 0x50) = -*(float *)param_2;
  *(float *)(param_9 + 0x54) = -fVar4;
  *(float *)(param_9 + 0x58) = -fVar1;
  *(float *)(param_9 + 0x5c) = -(param_6 + fVar3);
  *(undefined4 *)(param_9 + 0x40) = *(undefined4 *)param_2;
  *(undefined4 *)(param_9 + 0x44) = *(undefined4 *)(param_2 + 4);
  uVar2 = *(undefined4 *)(param_2 + 8);
  *(float *)(param_9 + 0x4c) = fVar3 + param_5;
  *(undefined4 *)(param_9 + 0x48) = uVar2;
  fVar4 = tanf(param_7 * 0.008726646);
  fVar5 = tanf(param_8 * 0.008726646);
  local_34 = *(float *)param_2 * fVar4 + *(float *)param_3;
  local_2c = fVar4 * *(float *)(param_2 + 8) + *(float *)(param_3 + 8);
  local_30 = *(float *)(param_2 + 4) * fVar4 + *(float *)(param_3 + 4);
  local_28 = *(float *)param_3 * -2.0 + local_34;
  local_24 = *(float *)(param_3 + 4) * -2.0 + local_30;
  local_20 = *(float *)(param_3 + 8) * -2.0 + local_2c;
  VectorNormalize((Vector *)&local_34);
  VectorNormalize((Vector *)&local_28);
  fVar4 = *(float *)(param_1 + 4);
  fVar1 = *(float *)param_1;
  fVar3 = *(float *)(param_1 + 8);
  *(float *)(param_9 + 0x10) = local_34;
  *(float *)(param_9 + 0x14) = local_30;
  *(float *)(param_9 + 0x18) = local_2c;
  *(float *)(param_9 + 0x1c) = fVar4 * local_30 + fVar1 * local_34 + fVar3 * local_2c;
  fVar4 = *(float *)(param_1 + 4);
  fVar1 = *(float *)param_1;
  fVar3 = *(float *)(param_1 + 8);
  *(float *)param_9 = local_28;
  *(float *)(param_9 + 4) = local_24;
  *(float *)(param_9 + 8) = local_20;
  *(float *)(param_9 + 0xc) = fVar4 * local_24 + fVar1 * local_28 + fVar3 * local_20;
  local_34 = *(float *)param_2 * fVar5 + *(float *)param_4;
  local_30 = *(float *)(param_2 + 4) * fVar5 + *(float *)(param_4 + 4);
  local_2c = fVar5 * *(float *)(param_2 + 8) + *(float *)(param_4 + 8);
  local_28 = *(float *)param_4 * -2.0 + local_34;
  local_24 = *(float *)(param_4 + 4) * -2.0 + local_30;
  local_20 = *(float *)(param_4 + 8) * -2.0 + local_2c;
  VectorNormalize((Vector *)&local_34);
  VectorNormalize((Vector *)&local_28);
  fVar4 = *(float *)(param_1 + 4);
  fVar1 = *(float *)param_1;
  fVar3 = *(float *)(param_1 + 8);
  *(float *)(param_9 + 0x30) = local_34;
  *(float *)(param_9 + 0x34) = local_30;
  *(float *)(param_9 + 0x38) = local_2c;
  *(float *)(param_9 + 0x3c) = fVar4 * local_30 + fVar1 * local_34 + fVar3 * local_2c;
  fVar4 = *(float *)(param_1 + 4);
  fVar1 = *(float *)param_1;
  fVar3 = *(float *)(param_1 + 8);
  *(float *)(param_9 + 0x20) = local_28;
  *(float *)(param_9 + 0x24) = local_24;
  *(float *)(param_9 + 0x28) = local_20;
  *(float *)(param_9 + 0x2c) = fVar4 * local_24 + fVar1 * local_28 + fVar3 * local_20;
  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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