L L4D2node

CalculateSphereFromProjectionMatrixInverse

0x002800a0 · 466 bytes · __cdecl

_Z42CalculateSphereFromProjectionMatrixInverseRK7VMatrixP6VectorPf

Decompiled

undefined (3 params)

/* CalculateSphereFromProjectionMatrixInverse(VMatrix const&, Vector*, float*) */

void CalculateSphereFromProjectionMatrixInverse(VMatrix *param_1,Vector *param_2,float *param_3)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float local_58;
  float local_54;
  float local_50;
  float local_4c;
  float local_48;
  float local_44;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  local_20 = 0;
  local_28 = 0x3f000000;
  local_24 = 0x3f000000;
  Vector3DMultiplyPositionProjective(param_1,(Vector *)&local_28,(Vector *)&local_58);
  local_28 = 0x3f000000;
  local_24 = 0x3f000000;
  local_20 = 0x3f800000;
  Vector3DMultiplyPositionProjective(param_1,(Vector *)&local_28,(Vector *)&local_4c);
  local_28 = 0;
  local_24 = 0;
  local_20 = 0;
  Vector3DMultiplyPositionProjective(param_1,(Vector *)&local_28,(Vector *)&local_40);
  local_28 = 0;
  local_24 = 0;
  local_20 = 0x3f800000;
  Vector3DMultiplyPositionProjective(param_1,(Vector *)&local_28,(Vector *)&local_34);
  fVar6 = local_4c - local_58;
  fVar5 = local_48 - local_54;
  fVar4 = local_44 - local_50;
  fVar2 = SQRT(fVar5 * fVar5 + fVar6 * fVar6 + fVar4 * fVar4);
  fVar1 = (local_54 - local_3c) * (local_54 - local_3c) +
          (local_58 - local_40) * (local_58 - local_40) +
          (local_50 - local_38) * (local_50 - local_38);
  fVar3 = ((((local_48 - local_30) * (local_48 - local_30) +
             (local_4c - local_34) * (local_4c - local_34) +
            (local_44 - local_2c) * (local_44 - local_2c)) - fVar1) + fVar2 * fVar2) /
          (fVar2 + fVar2);
  fVar2 = fVar3 / fVar2;
  *(float *)param_2 = fVar6 * fVar2 + local_58;
  *(float *)(param_2 + 4) = fVar5 * fVar2 + local_54;
  *(float *)(param_2 + 8) = fVar4 * fVar2 + local_50;
  *param_3 = SQRT(fVar3 * fVar3 + fVar1);
  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)