L L4D2node

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 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.



        

        

          

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