GeneratePerspectiveFrustum
0x00bc3fd0 · 829 bytes · __cdecl
_Z26GeneratePerspectiveFrustumRK6VectorS1_S1_S1_ffffP6VPlane
Decompiled
undefined (9 params)
/* GeneratePerspectiveFrustum(Vector const&, Vector const&, Vector const&, Vector const&, float,
float, float, float, VPlane*) */
void GeneratePerspectiveFrustum
(Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4,float param_5,
float param_6,float param_7,float param_8,VPlane *param_9)
{
float fVar1;
undefined4 uVar2;
float fVar3;
float fVar4;
float fVar5;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
fVar4 = *(float *)(param_2 + 4);
fVar1 = *(float *)(param_2 + 8);
fVar3 = *(float *)(param_1 + 4) * fVar4 + *(float *)param_1 * *(float *)param_2 +
*(float *)(param_1 + 8) * fVar1;
*(float *)(param_9 + 0x50) = -*(float *)param_2;
*(float *)(param_9 + 0x54) = -fVar4;
*(float *)(param_9 + 0x58) = -fVar1;
*(float *)(param_9 + 0x5c) = -(param_6 + fVar3);
*(undefined4 *)(param_9 + 0x40) = *(undefined4 *)param_2;
*(undefined4 *)(param_9 + 0x44) = *(undefined4 *)(param_2 + 4);
uVar2 = *(undefined4 *)(param_2 + 8);
*(float *)(param_9 + 0x4c) = fVar3 + param_5;
*(undefined4 *)(param_9 + 0x48) = uVar2;
fVar4 = tanf(param_7 * 0.008726646);
fVar5 = tanf(param_8 * 0.008726646);
local_34 = *(float *)param_2 * fVar4 + *(float *)param_3;
local_2c = fVar4 * *(float *)(param_2 + 8) + *(float *)(param_3 + 8);
local_30 = *(float *)(param_2 + 4) * fVar4 + *(float *)(param_3 + 4);
local_28 = *(float *)param_3 * -2.0 + local_34;
local_24 = *(float *)(param_3 + 4) * -2.0 + local_30;
local_20 = *(float *)(param_3 + 8) * -2.0 + local_2c;
VectorNormalize((Vector *)&local_34);
VectorNormalize((Vector *)&local_28);
fVar4 = *(float *)(param_1 + 4);
fVar1 = *(float *)param_1;
fVar3 = *(float *)(param_1 + 8);
*(float *)(param_9 + 0x10) = local_34;
*(float *)(param_9 + 0x14) = local_30;
*(float *)(param_9 + 0x18) = local_2c;
*(float *)(param_9 + 0x1c) = fVar4 * local_30 + fVar1 * local_34 + fVar3 * local_2c;
fVar4 = *(float *)(param_1 + 4);
fVar1 = *(float *)param_1;
fVar3 = *(float *)(param_1 + 8);
*(float *)param_9 = local_28;
*(float *)(param_9 + 4) = local_24;
*(float *)(param_9 + 8) = local_20;
*(float *)(param_9 + 0xc) = fVar4 * local_24 + fVar1 * local_28 + fVar3 * local_20;
local_34 = *(float *)param_2 * fVar5 + *(float *)param_4;
local_30 = *(float *)(param_2 + 4) * fVar5 + *(float *)(param_4 + 4);
local_2c = fVar5 * *(float *)(param_2 + 8) + *(float *)(param_4 + 8);
local_28 = *(float *)param_4 * -2.0 + local_34;
local_24 = *(float *)(param_4 + 4) * -2.0 + local_30;
local_20 = *(float *)(param_4 + 8) * -2.0 + local_2c;
VectorNormalize((Vector *)&local_34);
VectorNormalize((Vector *)&local_28);
fVar4 = *(float *)(param_1 + 4);
fVar1 = *(float *)param_1;
fVar3 = *(float *)(param_1 + 8);
*(float *)(param_9 + 0x30) = local_34;
*(float *)(param_9 + 0x34) = local_30;
*(float *)(param_9 + 0x38) = local_2c;
*(float *)(param_9 + 0x3c) = fVar4 * local_30 + fVar1 * local_34 + fVar3 * local_2c;
fVar4 = *(float *)(param_1 + 4);
fVar1 = *(float *)param_1;
fVar3 = *(float *)(param_1 + 8);
*(float *)(param_9 + 0x20) = local_28;
*(float *)(param_9 + 0x24) = local_24;
*(float *)(param_9 + 0x28) = local_20;
*(float *)(param_9 + 0x2c) = fVar4 * local_24 + fVar1 * local_28 + fVar3 * local_20;
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.