L L4D2node

ClassifyCorners

0x007253e0 · 337 bytes · __cdecl

_Z15ClassifyCornersP6VectorRS_S1_S1_S1_

Decompiled

undefined (5 params)

/* ClassifyCorners(Vector*, Vector&, Vector&, Vector&, Vector&) */

void ClassifyCorners(Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4,Vector *param_5
                    )

{
  float fVar1;
  int iVar2;
  float fVar3;
  
  iVar2 = 4;
  fVar1 = *(float *)param_1;
  *(float *)param_5 = fVar1;
  *(undefined4 *)(param_5 + 4) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(param_5 + 8) = *(undefined4 *)(param_1 + 8);
  *(float *)param_4 = fVar1;
  *(undefined4 *)(param_4 + 4) = *(undefined4 *)(param_5 + 4);
  *(undefined4 *)(param_4 + 8) = *(undefined4 *)(param_5 + 8);
  *(float *)param_3 = fVar1;
  *(undefined4 *)(param_3 + 4) = *(undefined4 *)(param_4 + 4);
  *(undefined4 *)(param_3 + 8) = *(undefined4 *)(param_4 + 8);
  *(float *)param_2 = fVar1;
  *(undefined4 *)(param_2 + 4) = *(undefined4 *)(param_3 + 4);
  *(undefined4 *)(param_2 + 8) = *(undefined4 *)(param_3 + 8);
  fVar3 = *(float *)param_1;
  if (fVar1 < fVar3) goto LAB_0072548e;
  do {
    if (*(float *)(param_1 + 4) <= *(float *)(param_2 + 4)) {
      *(float *)param_2 = fVar3;
      *(float *)(param_2 + 4) = *(float *)(param_1 + 4);
      *(float *)(param_2 + 8) = *(float *)(param_1 + 8);
      fVar3 = *(float *)param_1;
    }
LAB_0072548e:
    do {
      if ((*(float *)param_3 <= fVar3) && (*(float *)(param_1 + 4) <= *(float *)(param_3 + 4))) {
        *(float *)param_3 = fVar3;
        *(float *)(param_3 + 4) = *(float *)(param_1 + 4);
        *(float *)(param_3 + 8) = *(float *)(param_1 + 8);
        fVar3 = *(float *)param_1;
      }
      if ((*(float *)param_4 <= fVar3) && (*(float *)(param_4 + 4) <= *(float *)(param_1 + 4))) {
        *(float *)param_4 = fVar3;
        *(float *)(param_4 + 4) = *(float *)(param_1 + 4);
        *(float *)(param_4 + 8) = *(float *)(param_1 + 8);
        fVar3 = *(float *)param_1;
      }
      if ((fVar3 < *(float *)param_5 || fVar3 == *(float *)param_5) &&
         (*(float *)(param_5 + 4) <= *(float *)(param_1 + 4))) {
        *(float *)param_5 = fVar3;
        *(float *)(param_5 + 4) = *(float *)(param_1 + 4);
        *(float *)(param_5 + 8) = *(float *)(param_1 + 8);
      }
      param_1 = param_1 + 0xc;
      iVar2 = iVar2 + -1;
      if (iVar2 == 0) {
        return;
      }
      fVar3 = *(float *)param_1;
    } while (*(float *)param_2 < fVar3);
  } while( true );
}

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)