ComputeSeparatingPlane
0x0058d150 · 424 bytes · __cdecl
_Z22ComputeSeparatingPlaneRK6VectorRK6QAngleS1_S1_S1_S4_S1_S1_fP8cplane_t
Decompiled
undefined (10 params)
/* ComputeSeparatingPlane(Vector const&, QAngle const&, Vector const&, Vector const&, Vector const&,
QAngle const&, Vector const&, Vector const&, float, cplane_t*) */
void ComputeSeparatingPlane
(Vector *param_1,QAngle *param_2,Vector *param_3,Vector *param_4,Vector *param_5,
QAngle *param_6,Vector *param_7,Vector *param_8,float param_9,cplane_t *param_10)
{
matrix3x4_t *pmVar1;
float local_94;
float local_90;
float local_8c;
float local_88;
float local_84;
float local_80;
matrix3x4_t local_7c [48];
float local_4c;
float local_48;
float local_44;
local_84 = (*(float *)(param_4 + 4) + *(float *)(param_3 + 4)) * -0.5;
local_80 = (*(float *)(param_4 + 8) + *(float *)(param_3 + 8)) * -0.5;
local_88 = (*(float *)param_4 + *(float *)param_3) * -0.5;
AngleIMatrix(param_2,local_7c);
VectorRotate((float *)param_1,local_7c,&local_4c);
local_88 = local_88 - local_4c;
local_84 = local_84 - local_48;
local_80 = local_80 - local_44;
pmVar1 = local_7c;
MatrixSetColumn((Vector *)&local_88,3,local_7c);
ComputeCenterMatrix(param_5,param_6,param_7,param_8,(matrix3x4_t *)&local_4c);
local_94 = (*(float *)param_4 - *(float *)param_3) * 0.5;
local_90 = (*(float *)(param_4 + 4) - *(float *)(param_3 + 4)) * 0.5;
local_8c = (*(float *)(param_4 + 8) - *(float *)(param_3 + 8)) * 0.5;
local_88 = (*(float *)param_8 - *(float *)param_7) * 0.5;
local_84 = (*(float *)(param_8 + 4) - *(float *)(param_7 + 4)) * 0.5;
local_80 = (*(float *)(param_8 + 8) - *(float *)(param_7 + 8)) * 0.5;
ComputeSeparatingPlane
(local_7c,(matrix3x4_t *)&local_4c,(Vector *)&local_94,(Vector *)&local_88,
(float)param_10,(cplane_t *)pmVar1);
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.