CCurveData::GetIntensityArea
0x00bae240 · 843 bytes · __thiscall
_ZN10CCurveData16GetIntensityAreaEP18ICurveDataAccessorf
Decompiled
undefined (3 params)
/* CCurveData::GetIntensityArea(ICurveDataAccessor*, float) */
longdouble __thiscall
CCurveData::GetIntensityArea(CCurveData *this,ICurveDataAccessor *param_1,float param_2)
{
bool bVar1;
char cVar2;
undefined4 *puVar3;
undefined4 *puVar4;
int iVar5;
undefined4 *puVar6;
undefined4 *puVar7;
int iVar8;
uint uVar9;
int iVar10;
int iVar11;
uint uVar12;
float fVar13;
float fVar14;
int local_7c;
float local_78;
Vector *local_70;
bool local_66;
bool local_65;
int local_64;
int local_60;
int local_5c;
float local_58;
undefined4 local_54;
undefined4 local_50;
float local_4c;
undefined4 local_48;
undefined4 local_44;
float local_40;
undefined4 local_3c;
undefined4 local_38;
float local_34;
undefined4 local_30;
undefined4 local_2c;
Vector local_28 [4];
float local_24;
cVar2 = (**(code **)(*(int *)param_1 + 4))(param_1);
fVar13 = 0.0;
if (cVar2 != '\0') {
iVar5 = *(int *)(this + 0xc);
if (iVar5 < 1) {
fVar13 = 1.0;
}
else {
if (iVar5 < 4) {
local_7c = 2;
iVar10 = 1;
}
else {
iVar10 = iVar5 >> 1;
local_7c = iVar10 + 1;
}
if (iVar5 < iVar10) {
puVar4 = (undefined4 *)0x0;
puVar3 = (undefined4 *)0x0;
}
else {
iVar11 = iVar10;
do {
puVar3 = (undefined4 *)GetBoundedSample(this,param_1,iVar10,(bool *)local_28);
local_7c = iVar10 + 1;
puVar4 = (undefined4 *)GetBoundedSample(this,param_1,local_7c,(bool *)local_28);
iVar8 = iVar11 >> 1;
bVar1 = 3 < iVar11;
iVar11 = 1;
if (bVar1) {
iVar11 = iVar8;
}
if (param_2 < (float)puVar3[1]) {
iVar8 = -iVar11;
}
else {
iVar8 = iVar11;
if (param_2 < (float)puVar4[1] || param_2 == (float)puVar4[1]) goto LAB_00bae324;
}
iVar10 = iVar10 + iVar8;
} while ((iVar10 <= iVar5) && (-2 < iVar10));
local_7c = iVar10 + 1;
}
LAB_00bae324:
local_70 = local_28;
UpdateIntensityArea(this,param_1);
fVar13 = *(float *)(*(int *)(this + 0x24) + local_7c * 4);
iVar11 = iVar10 + 2;
if (iVar5 < iVar10 + 2) {
iVar11 = iVar5;
}
iVar5 = -1;
if (-1 < iVar10 + -1) {
iVar5 = iVar10 + -1;
}
puVar6 = (undefined4 *)GetBoundedSample(this,param_1,iVar5,&local_66);
puVar7 = (undefined4 *)GetBoundedSample(this,param_1,iVar11,&local_65);
local_54 = *puVar6;
local_50 = 0;
local_48 = *puVar3;
local_4c = (float)puVar3[1];
local_44 = 0;
local_40 = (float)puVar4[1];
local_3c = *puVar4;
local_38 = 0;
local_30 = *puVar7;
local_34 = (float)puVar7[1];
local_2c = 0;
local_58 = (float)puVar6[1];
if (local_66 != false) {
local_58 = local_4c;
}
if (local_65 != false) {
local_34 = local_40;
}
if ((float)puVar4[1] - (float)puVar3[1] <= 0.0) {
fVar14 = 0.0;
}
else {
fVar14 = (param_2 - (float)puVar3[1]) / ((float)puVar4[1] - (float)puVar3[1]);
if (fVar14 <= 0.0) {
fVar14 = 0.0;
}
if (1.0 <= fVar14) {
fVar14 = 1.0;
}
}
local_78 = 1.0;
uVar9 = (uint)*(byte *)((int)puVar4 + 9) << 7 | (uint)(*(byte *)(puVar4 + 2) >> 1);
uVar12 = (uint)(*(byte *)(puVar3 + 2) >> 1) | (uint)*(byte *)((int)puVar3 + 9) << 7;
if (uVar12 == 0) {
uVar12 = (**(code **)(*(int *)param_1 + 8))(param_1);
}
if (uVar9 == 0) {
uVar9 = (**(code **)(*(int *)param_1 + 8))(param_1);
}
Interpolator_CurveInterpolatorsForType(uVar12,&local_64,&local_60);
Interpolator_CurveInterpolatorsForType(uVar9,&local_5c,&local_64);
Catmull_Rom_Spline_Integral_Normalize
((Vector *)&local_58,(Vector *)&local_4c,(Vector *)&local_40,(Vector *)&local_34,
fVar14,local_70);
fVar14 = 0.0;
if (0.0 <= local_24) {
fVar14 = local_24;
}
if (1.0 <= fVar14) {
fVar14 = local_78;
}
fVar13 = fVar14 * (local_40 - local_4c) + fVar13;
}
}
return (longdouble)fVar13;
}
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.