IsRayIntersectingSphere
0x000c54f0 · 277 bytes · __cdecl
_Z23IsRayIntersectingSphereRK6VectorS1_S1_ff
Decompiled
undefined (5 params)
/* IsRayIntersectingSphere(Vector const&, Vector const&, Vector const&, float, float) */
bool IsRayIntersectingSphere
(Vector *param_1,Vector *param_2,Vector *param_3,float param_4,float param_5)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
fVar4 = *(float *)param_2;
fVar3 = *(float *)(param_2 + 4);
fVar2 = *(float *)(param_2 + 8);
fVar1 = (*(float *)(param_3 + 4) - *(float *)(param_1 + 4)) * fVar3 +
(*(float *)param_3 - *(float *)param_1) * fVar4 +
(*(float *)(param_3 + 8) - *(float *)(param_1 + 8)) * fVar2;
if (fVar1 <= 0.0) {
fVar2 = 0.0;
fVar3 = 0.0;
fVar4 = 0.0;
}
else {
fVar5 = fVar3 * fVar3 + fVar4 * fVar4 + fVar2 * fVar2;
if (fVar1 <= fVar5) {
fVar1 = fVar1 / fVar5;
fVar4 = fVar4 * fVar1;
fVar3 = fVar3 * fVar1;
fVar2 = fVar2 * fVar1;
}
}
fVar4 = (*(float *)param_1 - *(float *)param_3) + fVar4;
fVar3 = (*(float *)(param_1 + 4) - *(float *)(param_3 + 4)) + fVar3;
fVar2 = (*(float *)(param_1 + 8) - *(float *)(param_3 + 8)) + fVar2;
return fVar3 * fVar3 + fVar2 * fVar2 + fVar4 * fVar4 <= (param_5 + param_4) * (param_5 + param_4);
}
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.