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 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.