AlignBoxes
0x00497c80 · 558 bytes · __regparm3
_ZL10AlignBoxesP11matrix3x4_tRK6VectorS3_
Decompiled
undefined (3 params)
/* AlignBoxes(matrix3x4_t*, Vector const&, Vector const&) */
void __regparm3 AlignBoxes(matrix3x4_t *param_1,Vector *param_2,Vector *param_3)
{
uint uVar1;
float *pfVar2;
int iVar3;
int iVar4;
float *pfVar5;
float fVar6;
float fVar7;
float fVar8;
float local_68;
float local_64;
float local_60;
float local_5c [3];
uint local_50;
uint local_4c;
uint local_48;
Vector local_44 [12];
uint local_38;
uint local_34;
uint local_30;
int local_2c [7];
local_68 = *(float *)param_2;
local_64 = *(float *)(param_2 + 4);
local_60 = *(float *)(param_2 + 8);
local_5c[0] = *(float *)param_3;
local_5c[1] = *(float *)(param_3 + 4);
local_5c[2] = *(float *)(param_3 + 8);
if (ABS(local_68) <= ABS(local_64)) {
if (ABS(local_60) < ABS(local_64)) {
pfVar5 = &local_64;
iVar4 = 1;
pfVar2 = local_5c + 1;
goto LAB_00497cea;
}
}
else if (ABS(local_60) < ABS(local_68)) {
pfVar5 = &local_68;
iVar4 = 0;
pfVar2 = local_5c;
goto LAB_00497cea;
}
pfVar5 = &local_60;
iVar4 = 2;
pfVar2 = local_5c + 2;
LAB_00497cea:
fVar7 = ABS(*(float *)param_3);
fVar6 = ABS(*(float *)(param_3 + 4));
fVar8 = ABS(*(float *)(param_3 + 8));
if (fVar7 <= fVar6) {
iVar3 = (fVar6 <= fVar8) + 1;
}
else {
iVar3 = (uint)(fVar7 <= fVar8) * 2;
}
if (iVar4 != iVar3) {
local_2c[0] = iVar4;
local_2c[1] = iVar3;
local_5c[iVar3] = *pfVar2;
}
uVar1 = (uint)(iVar4 != iVar3);
*pfVar5 = 0.0;
*pfVar2 = 0.0;
if (ABS(local_68) <= ABS(local_64)) {
iVar4 = (ABS(local_64) <= ABS(local_60)) + 1;
}
else {
iVar4 = (uint)(ABS(local_68) <= ABS(local_60)) * 2;
}
if (ABS(local_5c[0]) <= ABS(local_5c[1])) {
iVar3 = (ABS(local_5c[1]) <= ABS(local_5c[2])) + 1;
}
else {
iVar3 = (uint)(ABS(local_5c[0]) <= ABS(local_5c[2])) * 2;
}
if (iVar4 == iVar3) {
if (uVar1 == 0) {
return;
}
}
else {
local_2c[uVar1 * 2] = iVar4;
local_2c[uVar1 * 2 + 1] = iVar3;
uVar1 = uVar1 + 1;
}
do {
uVar1 = uVar1 - 1;
iVar4 = local_2c[uVar1 * 2];
iVar3 = local_2c[uVar1 * 2 + 1];
MatrixGetColumn(param_1,iVar4,(Vector *)&local_50);
MatrixGetColumn(param_1,iVar3,local_44);
MatrixSetColumn(local_44,iVar4,param_1);
local_30 = local_48 ^ 0x80000000;
local_34 = local_4c ^ 0x80000000;
local_38 = local_50 ^ 0x80000000;
MatrixSetColumn((Vector *)&local_38,iVar3,param_1);
} while (uVar1 != 0);
return;
}
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
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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.