L L4D2node

Frustum_t::CullBoxCenterExtents

0x000a9d80 · 170 bytes · __thiscall

_ZNK9Frustum_t20CullBoxCenterExtentsERK6VectorS2_

Decompiled

undefined (3 params)

/* Frustum_t::CullBoxCenterExtents(Vector const&, Vector const&) const */

undefined4 __thiscall
Frustum_t::CullBoxCenterExtents(Frustum_t *this,Vector *param_1,Vector *param_2)

{
  undefined1 auVar1 [16];
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  undefined4 in_ECX;
  int iVar8;
  int iVar9;
  
  iVar9 = 0;
  fVar2 = *(float *)param_1;
  fVar3 = *(float *)(param_1 + 4);
  fVar4 = *(float *)(param_1 + 8);
  fVar5 = *(float *)param_2;
  fVar6 = *(float *)(param_2 + 4);
  fVar7 = *(float *)(param_2 + 8);
  do {
    auVar1._4_4_ = -(uint)(*(float *)(this + 4) * fVar2 + *(float *)(this + 0x74) * fVar5 +
                           *(float *)(this + 0x14) * fVar3 + fVar6 * *(float *)(this + 0x84) +
                           *(float *)(this + 0x24) * fVar4 + fVar7 * *(float *)(this + 0x94) <
                          *(float *)(this + 0x34));
    auVar1._0_4_ = -(uint)(*(float *)this * fVar2 + *(float *)(this + 0x70) * fVar5 +
                           *(float *)(this + 0x10) * fVar3 + fVar6 * *(float *)(this + 0x80) +
                           *(float *)(this + 0x20) * fVar4 + fVar7 * *(float *)(this + 0x90) <
                          *(float *)(this + 0x30));
    auVar1._8_4_ = -(uint)(*(float *)(this + 8) * fVar2 + *(float *)(this + 0x78) * fVar5 +
                           *(float *)(this + 0x18) * fVar3 + fVar6 * *(float *)(this + 0x88) +
                           *(float *)(this + 0x28) * fVar4 + fVar7 * *(float *)(this + 0x98) <
                          *(float *)(this + 0x38));
    auVar1._12_4_ =
         -(uint)(*(float *)(this + 0xc) * fVar2 + *(float *)(this + 0x7c) * fVar5 +
                 *(float *)(this + 0x1c) * fVar3 + fVar6 * *(float *)(this + 0x8c) +
                 *(float *)(this + 0x2c) * fVar4 + fVar7 * *(float *)(this + 0x9c) <
                *(float *)(this + 0x3c));
    iVar8 = movmskps(in_ECX,auVar1);
    if (iVar8 != 0) {
      return 1;
    }
    iVar9 = iVar9 + 1;
    this = this + 0xa0;
    in_ECX = 0;
  } while (iVar9 != 2);
  return 0;
}

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)