CInferno::RecomputeExtent
0x008c70a0 · 340 bytes · __thiscall
_ZN8CInferno15RecomputeExtentEv
Decompiled
undefined (1 param)
/* CInferno::RecomputeExtent() */
void __thiscall CInferno::RecomputeExtent(CInferno *this)
{
CInferno *pCVar1;
float fVar2;
float *pfVar3;
CInferno *pCVar4;
float fVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
float local_c;
fVar9 = 999999.9;
fVar5 = -999999.9;
*(undefined4 *)(this + 0xb50) = 0x497423fe;
*(undefined4 *)(this + 0xb54) = 0x497423fe;
*(undefined4 *)(this + 0xb58) = 0x497423fe;
*(undefined4 *)(this + 0xb5c) = 0xc97423fe;
*(undefined4 *)(this + 0xb60) = 0xc97423fe;
*(undefined4 *)(this + 0xb64) = 0xc97423fe;
if (0 < *(int *)(this + 0xa40)) {
fVar8 = -999999.9;
local_c = -999999.9;
pCVar4 = this + 0xa48;
fVar2 = *(float *)(this + 0xb48);
fVar6 = 999999.9;
pCVar1 = pCVar4 + *(int *)(this + 0xa40) * 4;
fVar10 = 999999.9;
while( true ) {
pfVar3 = *(float **)pCVar4;
fVar7 = *pfVar3;
if (fVar7 - fVar2 < fVar6) {
*(float *)(this + 0xb50) = fVar7 - fVar2;
fVar7 = *pfVar3;
}
if (local_c < fVar7 + fVar2) {
*(float *)(this + 0xb5c) = fVar7 + fVar2;
}
fVar6 = pfVar3[1];
if (fVar6 - fVar2 < fVar10) {
*(float *)(this + 0xb54) = fVar6 - fVar2;
fVar6 = pfVar3[1];
}
if (fVar8 < fVar6 + fVar2) {
*(float *)(this + 0xb60) = fVar6 + fVar2;
}
fVar6 = pfVar3[2];
if (fVar6 < fVar9) {
*(float *)(this + 0xb58) = fVar6;
fVar6 = pfVar3[2];
}
if (fVar5 < fVar6 + *(float *)(this + 0xb4c)) {
*(float *)(this + 0xb64) = fVar6 + *(float *)(this + 0xb4c);
}
pCVar4 = pCVar4 + 4;
if (pCVar4 == pCVar1) break;
local_c = *(float *)(this + 0xb5c);
fVar6 = *(float *)(this + 0xb50);
fVar10 = *(float *)(this + 0xb54);
fVar8 = *(float *)(this + 0xb60);
fVar9 = *(float *)(this + 0xb58);
fVar5 = *(float *)(this + 0xb64);
}
}
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.