L L4D2node

GeneratePerspectiveFrustum

0x0027ad40 · 200 bytes · __cdecl

_Z26GeneratePerspectiveFrustumRK6VectorRK6QAngleffffR9Frustum_t

Decompiled

undefined (7 params)

/* GeneratePerspectiveFrustum(Vector const&, QAngle const&, float, float, float, float, Frustum_t&)
    */

void GeneratePerspectiveFrustum
               (Vector *param_1,QAngle *param_2,float param_3,float param_4,float param_5,
               float param_6,Frustum_t *param_7)

{
  longdouble lVar1;
  Vector local_a0 [12];
  Vector local_94 [12];
  Vector local_88 [12];
  VPlane local_7c [108];
  
  AngleVectors(param_2,local_a0,local_94,local_88);
  lVar1 = (longdouble)CalcFovY(param_5,param_6);
  GeneratePerspectiveFrustum
            (param_1,local_a0,local_94,local_88,param_3,param_4,param_5,(float)lVar1,local_7c);
  Frustum_t::SetPlanes(param_7,local_7c);
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)