GenerateBoxVertices
0x002817e0 · 266 bytes · __regparm3
_ZL19GenerateBoxVerticesRK6VectorRK6QAngleS1_S1_PS_
Decompiled
undefined (5 params)
/* GenerateBoxVertices(Vector const&, QAngle const&, Vector const&, Vector const&, Vector*) */
void __regparm3
GenerateBoxVertices(Vector *param_1,QAngle *param_2,Vector *param_3,Vector *param_4,Vector *param_5)
{
uint uVar1;
float local_58;
undefined4 local_54;
undefined4 local_50;
matrix3x4_t local_4c [60];
AngleMatrix(param_2,local_4c);
uVar1 = 0;
do {
if ((uVar1 & 1) == 0) {
local_58 = *(float *)param_3;
if ((uVar1 & 2) == 0) goto LAB_002818bf;
LAB_00281828:
local_54 = *(undefined4 *)(param_4 + 4);
if ((uVar1 & 4) != 0) goto LAB_00281841;
LAB_002818d8:
local_50 = *(undefined4 *)(param_3 + 8);
}
else {
local_58 = *(float *)param_4;
if ((uVar1 & 2) != 0) goto LAB_00281828;
LAB_002818bf:
local_54 = *(undefined4 *)(param_3 + 4);
if ((uVar1 & 4) == 0) goto LAB_002818d8;
LAB_00281841:
local_50 = *(undefined4 *)(param_4 + 8);
}
uVar1 = uVar1 + 1;
VectorRotate(&local_58,local_4c,(float *)param_5);
*(float *)param_5 = *(float *)param_5 + *(float *)param_1;
*(float *)(param_5 + 4) = *(float *)(param_5 + 4) + *(float *)(param_1 + 4);
*(float *)(param_5 + 8) = *(float *)(param_5 + 8) + *(float *)(param_1 + 8);
param_5 = param_5 + 0xc;
if (uVar1 == 8) {
return;
}
} while( true );
}
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.