CalculateAABBFromProjectionMatrixInverse
0x00bc8d50 · 513 bytes · __cdecl
_Z40CalculateAABBFromProjectionMatrixInverseRK7VMatrixP6VectorS3_
Decompiled
undefined (3 params)
/* CalculateAABBFromProjectionMatrixInverse(VMatrix const&, Vector*, Vector*) */
void CalculateAABBFromProjectionMatrixInverse(VMatrix *param_1,Vector *param_2,Vector *param_3)
{
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
Vector local_28 [24];
ClearBounds(param_2,param_3);
local_34 = 0;
local_30 = 0;
local_2c = 0;
Vector3DMultiplyPositionProjective(param_1,(Vector *)&local_34,local_28);
AddPointToBounds(local_28,param_2,param_3);
local_34 = 0;
local_30 = 0;
local_2c = 0x3f800000;
Vector3DMultiplyPositionProjective(param_1,(Vector *)&local_34,local_28);
AddPointToBounds(local_28,param_2,param_3);
local_34 = 0;
local_30 = 0x3f800000;
local_2c = 0;
Vector3DMultiplyPositionProjective(param_1,(Vector *)&local_34,local_28);
AddPointToBounds(local_28,param_2,param_3);
local_34 = 0;
local_30 = 0x3f800000;
local_2c = 0x3f800000;
Vector3DMultiplyPositionProjective(param_1,(Vector *)&local_34,local_28);
AddPointToBounds(local_28,param_2,param_3);
local_34 = 0x3f800000;
local_30 = 0;
local_2c = 0;
Vector3DMultiplyPositionProjective(param_1,(Vector *)&local_34,local_28);
AddPointToBounds(local_28,param_2,param_3);
local_34 = 0x3f800000;
local_30 = 0;
local_2c = 0x3f800000;
Vector3DMultiplyPositionProjective(param_1,(Vector *)&local_34,local_28);
AddPointToBounds(local_28,param_2,param_3);
local_34 = 0x3f800000;
local_30 = 0x3f800000;
local_2c = 0;
Vector3DMultiplyPositionProjective(param_1,(Vector *)&local_34,local_28);
AddPointToBounds(local_28,param_2,param_3);
local_34 = 0x3f800000;
local_30 = 0x3f800000;
local_2c = 0x3f800000;
Vector3DMultiplyPositionProjective(param_1,(Vector *)&local_34,local_28);
AddPointToBounds(local_28,param_2,param_3);
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.