L L4D2node

SplitOnAxis

0x00710ea0 · 380 bytes · __regparm3

_ZL11SplitOnAxisR10CUtlVectorI6Extent10CUtlMemoryIS0_iEEif

Decompiled

undefined (3 params)

/* SplitOnAxis(CUtlVector<Extent, CUtlMemory<Extent, int> >&, int, float) */

void __regparm3 SplitOnAxis(CUtlVector *param_1,int param_2,float param_3)

{
  float fVar1;
  float *pfVar2;
  float *pfVar3;
  int iVar4;
  float in_XMM0_Da;
  float fVar5;
  float fVar6;
  int local_60;
  float local_4c [4];
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28 [6];
  
  pfVar3 = local_4c + param_2;
  iVar4 = *(int *)(param_1 + 0xc) + -1;
  local_60 = iVar4 * 0x18;
  for (; -1 < iVar4; iVar4 = iVar4 + -1) {
    pfVar2 = (float *)(local_60 + *(int *)param_1);
    if (in_XMM0_Da < pfVar2[param_2 + 3] - pfVar2[param_2]) {
      local_4c[0] = *pfVar2;
      local_4c[1] = pfVar2[1];
      local_4c[2] = pfVar2[2];
      local_4c[3] = pfVar2[3];
      local_3c = pfVar2[4];
      local_38 = pfVar2[5];
      CUtlVector<Extent,CUtlMemory<Extent,int>>::FastRemove
                ((CUtlVector<Extent,CUtlMemory<Extent,int>> *)param_1,iVar4);
      fVar5 = *pfVar3;
      fVar1 = local_4c[param_2 + 3];
      fVar6 = fVar1 - fVar5;
      while (in_XMM0_Da < fVar6) {
        if (in_XMM0_Da * 1.9 <= fVar6) {
          fVar5 = fVar5 + in_XMM0_Da;
        }
        else {
          fVar5 = (fVar5 + fVar1) * 0.5;
        }
        local_28[0] = local_4c[3];
        local_28[1] = local_3c;
        local_28[2] = local_38;
        local_28[param_2] = fVar5;
        local_34 = local_4c[0];
        local_30 = local_4c[1];
        local_2c = local_4c[2];
        *pfVar3 = fVar5;
        CUtlVector<Extent,CUtlMemory<Extent,int>>::InsertBefore
                  ((CUtlVector<Extent,CUtlMemory<Extent,int>> *)param_1,*(int *)(param_1 + 0xc),
                   (Extent *)&local_34);
        fVar5 = *pfVar3;
        fVar1 = local_4c[param_2 + 3];
        fVar6 = fVar1 - fVar5;
      }
      CUtlVector<Extent,CUtlMemory<Extent,int>>::InsertBefore
                ((CUtlVector<Extent,CUtlMemory<Extent,int>> *)param_1,*(int *)(param_1 + 0xc),
                 (Extent *)local_4c);
    }
    local_60 = local_60 + -0x18;
  }
  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)