L L4D2node

fourplanes_t::ComputeSignbits

0x00bc4310 · 91 bytes · __thiscall

_ZN12fourplanes_t15ComputeSignbitsEv

Decompiled

undefined (1 param)

/* fourplanes_t::ComputeSignbits() */

void __thiscall fourplanes_t::ComputeSignbits(fourplanes_t *this)

{
  *(uint *)(this + 0x40) = -(uint)(*(float *)this < (float)0);
  *(uint *)(this + 0x44) = -(uint)(*(float *)(this + 4) < (float)0);
  *(uint *)(this + 0x48) = -(uint)(*(float *)(this + 8) < (float)0);
  *(uint *)(this + 0x4c) = -(uint)(*(float *)(this + 0xc) < (float)0);
  *(uint *)(this + 0x60) = -(uint)(*(float *)(this + 0x20) < (float)0);
  *(uint *)(this + 100) = -(uint)(*(float *)(this + 0x24) < (float)0);
  *(uint *)(this + 0x68) = -(uint)(*(float *)(this + 0x28) < (float)0);
  *(uint *)(this + 0x6c) = -(uint)(*(float *)(this + 0x2c) < (float)0);
  *(uint *)(this + 0x50) = -(uint)(*(float *)(this + 0x10) < (float)0);
  *(uint *)(this + 0x54) = -(uint)(*(float *)(this + 0x14) < (float)0);
  *(uint *)(this + 0x58) = -(uint)(*(float *)(this + 0x18) < (float)0);
  *(uint *)(this + 0x5c) = -(uint)(*(float *)(this + 0x1c) < (float)0);
  *(float *)(this + 0x70) = ABS(*(float *)this);
  *(float *)(this + 0x74) = ABS(*(float *)(this + 4));
  *(float *)(this + 0x78) = ABS(*(float *)(this + 8));
  *(float *)(this + 0x7c) = ABS(*(float *)(this + 0xc));
  *(float *)(this + 0x80) = ABS(*(float *)(this + 0x10));
  *(float *)(this + 0x84) = ABS(*(float *)(this + 0x14));
  *(float *)(this + 0x88) = ABS(*(float *)(this + 0x18));
  *(float *)(this + 0x8c) = ABS(*(float *)(this + 0x1c));
  *(uint *)(this + 0x90) = *(uint *)(this + 0x20) & 0x7fffffff;
  *(uint *)(this + 0x94) = *(uint *)(this + 0x24) & 0x7fffffff;
  *(uint *)(this + 0x98) = *(uint *)(this + 0x28) & 0x7fffffff;
  *(uint *)(this + 0x9c) = *(uint *)(this + 0x2c) & 0x7fffffff;
  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)