CSheetSimulator::DetermineBestCollisionPlane
0x004b05b0 · 418 bytes · __thiscall
_ZN15CSheetSimulator27DetermineBestCollisionPlaneEb
Decompiled
undefined (2 params)
/* CSheetSimulator::DetermineBestCollisionPlane(bool) */
void __thiscall CSheetSimulator::DetermineBestCollisionPlane(CSheetSimulator *this,bool param_1)
{
int iVar1;
int iVar2;
int iVar3;
int local_20;
if (0 < *(int *)(this + 4)) {
iVar1 = *(int *)this;
local_20 = 0;
do {
if (0 < iVar1) {
iVar2 = local_20 * iVar1;
*(undefined4 *)(*(int *)(this + 8) + 0x30 + iVar2 * 0x34) = 0x7f7fffff;
*(undefined4 *)(*(int *)(this + 8) + 0x2c + iVar2 * 0x34) = 0xffffffff;
TestVertAgainstPlane(this,iVar2,iVar2,param_1);
iVar3 = 0;
do {
iVar1 = *(int *)this;
if (iVar3 < iVar1 + -1) goto LAB_004b06ef;
while( true ) {
if (local_20 != 0) {
TestVertAgainstPlane(this,iVar2,iVar2 - iVar1,param_1);
iVar1 = *(int *)this;
}
if (local_20 < *(int *)(this + 4) + -1) {
TestVertAgainstPlane(this,iVar2,iVar1 + iVar2,param_1);
iVar1 = *(int *)this;
if (iVar1 <= iVar3 + 1) goto LAB_004b0740;
}
else if (iVar1 <= iVar3 + 1) goto LAB_004b0740;
iVar3 = iVar3 + 1;
iVar2 = iVar1 * local_20 + iVar3;
*(undefined4 *)(*(int *)(this + 8) + 0x30 + iVar2 * 0x34) = 0x7f7fffff;
*(undefined4 *)(*(int *)(this + 8) + 0x2c + iVar2 * 0x34) = 0xffffffff;
TestVertAgainstPlane(this,iVar2,iVar2,param_1);
if (iVar3 < 1) break;
TestVertAgainstPlane(this,iVar2,iVar2 + -1,param_1);
iVar1 = *(int *)this;
if (iVar3 < iVar1 + -1) {
LAB_004b06ef:
TestVertAgainstPlane(this,iVar2,iVar2 + 1,param_1);
iVar1 = *(int *)this;
}
}
} while( true );
}
LAB_004b0740:
local_20 = local_20 + 1;
} while (local_20 < *(int *)(this + 4));
}
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
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.