L L4D2node

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 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)