CCollisionProperty::CollisionToNormalizedSpace
0x00429da0 · 330 bytes · __thiscall
_ZNK18CCollisionProperty26CollisionToNormalizedSpaceERK6VectorPS0_
Decompiled
undefined (3 params)
/* WARNING: Removing unreachable block (ram,0x00429dda) */
/* WARNING: Removing unreachable block (ram,0x00429ee9) */
/* CCollisionProperty::CollisionToNormalizedSpace(Vector const&, Vector*) const */
Vector * __thiscall
CCollisionProperty::CollisionToNormalizedSpace
(CCollisionProperty *this,Vector *param_1,Vector *param_2)
{
int iVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
if ((AllocTempVector()::s_vecTemp == '\0') &&
(iVar1 = __cxa_guard_acquire(&AllocTempVector()::s_vecTemp), iVar1 != 0)) {
__cxa_guard_release(&AllocTempVector()::s_vecTemp);
}
if ((AllocTempVector()::s_nIndex == '\0') &&
(iVar1 = __cxa_guard_acquire(&AllocTempVector()::s_nIndex), iVar1 != 0)) {
AllocTempVector()::s_nIndex = 0;
__cxa_guard_release(&AllocTempVector()::s_nIndex);
}
AllocTempVector()::s_nIndex = AllocTempVector()::s_nIndex + 0x10001 & 0x7f;
LOCK();
UNLOCK();
iVar1 = AllocTempVector()::s_nIndex * 0xc;
fVar5 = 0.5;
fVar4 = *(float *)(this + 0x14) - *(float *)(this + 8);
*(float *)(AllocTempVector()::s_vecTemp + iVar1) = fVar4;
fVar3 = *(float *)(this + 0x18) - *(float *)(this + 0xc);
*(float *)(AllocTempVector()::s_vecTemp + iVar1 + 4) = fVar3;
fVar2 = *(float *)(this + 0x1c) - *(float *)(this + 0x10);
*(float *)(AllocTempVector()::s_vecTemp + iVar1 + 8) = fVar2;
if (fVar4 != 0.0) {
fVar5 = (*(float *)param_1 - *(float *)(this + 8)) / fVar4;
}
*(float *)param_2 = fVar5;
fVar4 = 0.5;
if (fVar3 != 0.0) {
fVar4 = (*(float *)(param_1 + 4) - *(float *)(this + 0xc)) / fVar3;
}
*(float *)(param_2 + 4) = fVar4;
fVar3 = 0.5;
if (fVar2 != 0.0) {
fVar3 = (*(float *)(param_1 + 8) - *(float *)(this + 0x10)) / fVar2;
}
*(float *)(param_2 + 8) = fVar3;
return param_2;
}
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.