fourplanes_t::Get4Planes
0x0027ab90 · 77 bytes · __thiscall
_ZN12fourplanes_t10Get4PlanesEP6VPlane
Decompiled
undefined (2 params)
/* fourplanes_t::Get4Planes(VPlane*) */
void __thiscall fourplanes_t::Get4Planes(fourplanes_t *this,VPlane *param_1)
{
undefined4 uVar1;
undefined4 uVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined4 uVar5;
undefined4 uVar6;
undefined4 uVar7;
undefined4 uVar8;
undefined4 uVar9;
undefined4 uVar10;
undefined4 uVar11;
undefined4 uVar12;
undefined4 uVar13;
undefined4 uVar14;
undefined4 uVar15;
uVar1 = *(undefined4 *)(this + 4);
uVar2 = *(undefined4 *)(this + 8);
uVar3 = *(undefined4 *)(this + 0xc);
uVar4 = *(undefined4 *)(this + 0x20);
uVar5 = *(undefined4 *)(this + 0x24);
uVar6 = *(undefined4 *)(this + 0x28);
uVar7 = *(undefined4 *)(this + 0x2c);
uVar8 = *(undefined4 *)(this + 0x30);
uVar9 = *(undefined4 *)(this + 0x34);
uVar10 = *(undefined4 *)(this + 0x38);
uVar11 = *(undefined4 *)(this + 0x3c);
uVar12 = *(undefined4 *)(this + 0x10);
uVar13 = *(undefined4 *)(this + 0x14);
uVar14 = *(undefined4 *)(this + 0x18);
uVar15 = *(undefined4 *)(this + 0x1c);
*(undefined4 *)param_1 = *(undefined4 *)this;
*(undefined4 *)(param_1 + 4) = uVar12;
*(undefined4 *)(param_1 + 8) = uVar4;
*(undefined4 *)(param_1 + 0xc) = uVar8;
*(undefined4 *)(param_1 + 0x10) = uVar1;
*(undefined4 *)(param_1 + 0x14) = uVar13;
*(undefined4 *)(param_1 + 0x18) = uVar5;
*(undefined4 *)(param_1 + 0x1c) = uVar9;
*(undefined4 *)(param_1 + 0x20) = uVar2;
*(undefined4 *)(param_1 + 0x24) = uVar14;
*(undefined4 *)(param_1 + 0x28) = uVar6;
*(undefined4 *)(param_1 + 0x2c) = uVar10;
*(undefined4 *)(param_1 + 0x30) = uVar3;
*(undefined4 *)(param_1 + 0x34) = uVar15;
*(undefined4 *)(param_1 + 0x38) = uVar7;
*(undefined4 *)(param_1 + 0x3c) = uVar11;
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.