L L4D2node

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 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)