L L4D2node

IntersectRayWithTriangle

0x000c4a80 · 941 bytes · __cdecl

_Z24IntersectRayWithTriangleRK5Ray_tRK6VectorS4_S4_b

Decompiled

undefined (5 params)

/* IntersectRayWithTriangle(Ray_t const&, Vector const&, Vector const&, Vector const&, bool) */

longdouble
IntersectRayWithTriangle
          (Ray_t *param_1,Vector *param_2,Vector *param_3,Vector *param_4,bool param_5)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  float fVar12;
  float fVar13;
  float local_28;
  float local_24;
  float local_20;
  float local_1c;
  
  fVar6 = *(float *)param_2;
  fVar10 = *(float *)(param_2 + 4);
  fVar2 = *(float *)param_3 - fVar6;
  fVar9 = *(float *)param_4 - fVar6;
  fVar12 = *(float *)(param_4 + 4) - fVar10;
  fVar11 = *(float *)(param_2 + 8);
  fVar1 = *(float *)(param_3 + 4) - fVar10;
  fVar3 = *(float *)(param_3 + 8) - fVar11;
  fVar13 = *(float *)(param_4 + 8) - fVar11;
  if (param_5) {
    local_20 = *(float *)(param_1 + 0x14);
    local_28 = *(float *)(param_1 + 0x10);
    local_24 = *(float *)(param_1 + 0x18);
    local_1c = -1.0;
    if (0.0 <= (fVar9 * fVar3 - fVar2 * fVar13) * local_20 +
               (fVar13 * fVar1 - fVar12 * fVar3) * local_28 +
               (fVar2 * fVar12 - fVar9 * fVar1) * local_24) goto LAB_000c4c37;
  }
  else {
    local_20 = *(float *)(param_1 + 0x14);
    local_24 = *(float *)(param_1 + 0x18);
    local_28 = *(float *)(param_1 + 0x10);
  }
  fVar7 = local_20 * fVar13 - fVar12 * local_24;
  fVar8 = local_24 * fVar9 - local_28 * fVar13;
  fVar4 = fVar12 * local_28 - local_20 * fVar9;
  local_1c = -1.0;
  fVar5 = fVar8 * fVar1 + fVar2 * fVar7 + fVar4 * fVar3;
  if (1e-06 <= ABS(fVar5)) {
    fVar5 = 1.0 / fVar5;
    fVar6 = *(float *)param_1 - fVar6;
    fVar10 = *(float *)(param_1 + 4) - fVar10;
    fVar11 = *(float *)(param_1 + 8) - fVar11;
    fVar4 = (fVar8 * fVar10 + fVar7 * fVar6 + fVar4 * fVar11) * fVar5;
    if ((1.0 < fVar4) || (fVar4 < 0.0)) {
      local_1c = -1.0;
    }
    else {
      fVar7 = fVar10 * fVar3 - fVar11 * fVar1;
      fVar11 = fVar2 * fVar11 - fVar3 * fVar6;
      fVar10 = fVar6 * fVar1 - fVar10 * fVar2;
      fVar6 = (local_20 * fVar11 + local_28 * fVar7 + local_24 * fVar10) * fVar5;
      if ((0.0 <= fVar6) && (fVar4 + fVar6 <= 1.0)) {
        if (param_1[0x44] == (Ray_t)0x0) {
          ComputeBoxOffset(param_1);
          fVar1 = -fVar6;
        }
        else {
          fVar1 = -0.001;
          fVar6 = 0.001;
        }
        local_1c = -1.0;
        fVar5 = (fVar11 * fVar12 + fVar7 * fVar9 + fVar10 * fVar13) * fVar5;
        if ((fVar1 <= fVar5) && (fVar5 <= fVar6 + 1.0)) {
          if (fVar5 <= 0.0) {
            fVar5 = 0.0;
          }
          local_1c = 1.0;
          if (fVar5 <= 1.0) {
            local_1c = fVar5;
          }
        }
      }
    }
  }
LAB_000c4c37:
  return (longdouble)local_1c;
}

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)