GeneratePerspectiveFrustum
0x00bc4760 · 200 bytes · __cdecl
_Z26GeneratePerspectiveFrustumRK6VectorRK6QAngleffffR9Frustum_t
Decompiled
undefined (7 params)
/* GeneratePerspectiveFrustum(Vector const&, QAngle const&, float, float, float, float, Frustum_t&)
*/
void GeneratePerspectiveFrustum
(Vector *param_1,QAngle *param_2,float param_3,float param_4,float param_5,
float param_6,Frustum_t *param_7)
{
longdouble lVar1;
Vector local_a0 [12];
Vector local_94 [12];
Vector local_88 [12];
VPlane local_7c [108];
AngleVectors(param_2,local_a0,local_94,local_88);
lVar1 = (longdouble)CalcFovY(param_5,param_6);
GeneratePerspectiveFrustum
(param_1,local_a0,local_94,local_88,param_3,param_4,param_5,(float)lVar1,local_7c);
Frustum_t::SetPlanes(param_7,local_7c);
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.