L L4D2node

CSheetSimulator::ClampPointsToCollisionPlanes

0x004b0ab0 · 251 bytes · __thiscall

_ZN15CSheetSimulator28ClampPointsToCollisionPlanesEv

Decompiled

undefined (1 param)

/* CSheetSimulator::ClampPointsToCollisionPlanes() */

void __thiscall CSheetSimulator::ClampPointsToCollisionPlanes(CSheetSimulator *this)

{
  float *pfVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  float fVar5;
  int local_20;
  
  DetermineBestCollisionPlane(this,false);
  local_20 = *(int *)this;
  iVar3 = 0;
  iVar4 = 0;
  if (0 < *(int *)(this + 4) * local_20) {
    do {
      iVar2 = *(int *)(this + 8) + iVar3;
      if (-1 < *(int *)(iVar2 + 0x2c)) {
        pfVar1 = (float *)(*(int *)(this + 0x90) + *(int *)(iVar2 + 0x2c) * 0x14);
        fVar5 = ABS((*pfVar1 * *(float *)(iVar2 + 4) - pfVar1[3]) +
                    pfVar1[1] * *(float *)(iVar2 + 8) + pfVar1[2] * *(float *)(iVar2 + 0xc));
        if (fVar5 < 6.0) {
          fVar5 = -fVar5;
          *(float *)(iVar2 + 4) = *pfVar1 * fVar5 + *(float *)(iVar2 + 4);
          *(float *)(iVar2 + 8) = pfVar1[1] * fVar5 + *(float *)(iVar2 + 8);
          *(float *)(iVar2 + 0xc) = fVar5 * pfVar1[2] + *(float *)(iVar2 + 0xc);
          local_20 = *(int *)this;
        }
      }
      iVar4 = iVar4 + 1;
      iVar3 = iVar3 + 0x34;
    } while (iVar4 < local_20 * *(int *)(this + 4));
  }
  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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)