IntersectTriangleWithPlaneBarycentric
0x00589420 · 335 bytes · __cdecl
_Z37IntersectTriangleWithPlaneBarycentricRK6VectorS1_S1_RK8Vector4DP8Vector2D
Decompiled
undefined (5 params)
/* IntersectTriangleWithPlaneBarycentric(Vector const&, Vector const&, Vector const&, Vector4D
const&, Vector2D*) */
uint IntersectTriangleWithPlaneBarycentric
(Vector *param_1,Vector *param_2,Vector *param_3,Vector4D *param_4,Vector2D *param_5)
{
float fVar1;
uint uVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
fVar3 = *(float *)param_4;
fVar6 = *(float *)(param_4 + 4);
fVar1 = *(float *)(param_4 + 8);
fVar5 = *(float *)(param_1 + 4) * fVar6 + *(float *)param_1 * fVar3 +
*(float *)(param_1 + 8) * fVar1;
fVar4 = *(float *)(param_2 + 4) * fVar6 + *(float *)param_2 * fVar3 +
*(float *)(param_2 + 8) * fVar1;
fVar3 = fVar6 * *(float *)(param_3 + 4) + fVar3 * *(float *)param_3 +
fVar1 * *(float *)(param_3 + 8);
if (fVar3 != 0.0) {
*(undefined4 *)param_5 = 0;
fVar6 = (*(float *)(param_4 + 0xc) - fVar5) / fVar3;
*(float *)(param_5 + 4) = fVar6;
if (0.0 <= fVar6) {
uVar2 = (uint)(fVar6 <= 1.0);
goto joined_r0x00589525;
}
}
uVar2 = 0;
joined_r0x00589525:
if (fVar4 != 0.0) {
fVar6 = *(float *)(param_4 + 0xc);
*(float *)(param_5 + uVar2 * 8 + 4) = 0.0;
fVar6 = (fVar6 - fVar5) / fVar4;
*(float *)(param_5 + uVar2 * 8) = fVar6;
if ((0.0 <= fVar6) && (fVar6 <= 1.0)) {
if (uVar2 == 1) {
return 2;
}
uVar2 = 1;
}
}
if (fVar4 != fVar3) {
fVar6 = ((*(float *)(param_4 + 0xc) - fVar5) - fVar3) / (fVar4 - fVar3);
fVar3 = 1.0 - fVar6;
*(float *)(param_5 + uVar2 * 8) = fVar6;
*(float *)(param_5 + uVar2 * 8 + 4) = fVar3;
if ((((0.0 <= fVar6) && (fVar6 <= 1.0)) && (0.0 <= fVar3)) && (fVar3 <= 1.0)) {
uVar2 = uVar2 + 1;
}
}
return uVar2;
}
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.