L L4D2node

Frustum_t::GetPlane

0x00bc4690 · 139 bytes · __thiscall

_ZNK9Frustum_t8GetPlaneEiP6VectorPf

Decompiled

undefined (4 params)

/* Frustum_t::GetPlane(int, Vector*, float*) const */

void __thiscall Frustum_t::GetPlane(Frustum_t *this,int param_1,Vector *param_2,float *param_3)

{
  int iVar1;
  
  if (3 < param_1) {
    iVar1 = param_1 * 4;
    *(undefined4 *)param_2 = *(undefined4 *)(this + iVar1 + 0x90);
    *(undefined4 *)(param_2 + 4) = *(undefined4 *)(this + iVar1 + 0xa0);
    *(undefined4 *)(param_2 + 8) = *(undefined4 *)(this + iVar1 + 0xb0);
    *param_3 = *(float *)(this + iVar1 + 0xc0);
    return;
  }
  iVar1 = param_1 * 4;
  *(undefined4 *)param_2 = *(undefined4 *)(this + param_1 * 4);
  *(undefined4 *)(param_2 + 4) = *(undefined4 *)(this + iVar1 + 0x10);
  *(undefined4 *)(param_2 + 8) = *(undefined4 *)(this + iVar1 + 0x20);
  *param_3 = *(float *)(this + iVar1 + 0x30);
  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)