IntersectInfiniteRayWithSphere
0x000c5610 · 310 bytes · __cdecl
_Z30IntersectInfiniteRayWithSphereRK6VectorS1_S1_fPfS2_
Decompiled
undefined (6 params)
/* IntersectInfiniteRayWithSphere(Vector const&, Vector const&, Vector const&, float, float*,
float*) */
bool IntersectInfiniteRayWithSphere
(Vector *param_1,Vector *param_2,Vector *param_3,float param_4,float *param_5,
float *param_6)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
fVar3 = *(float *)param_2;
fVar7 = *(float *)(param_2 + 4);
fVar1 = *(float *)(param_2 + 8);
fVar5 = *(float *)param_1 - *(float *)param_3;
fVar6 = *(float *)(param_1 + 4) - *(float *)(param_3 + 4);
fVar4 = *(float *)(param_1 + 8) - *(float *)(param_3 + 8);
fVar2 = fVar7 * fVar7 + fVar3 * fVar3 + fVar1 * fVar1;
if (fVar2 == 0.0) {
*param_6 = 0.0;
*param_5 = 0.0;
return fVar6 * fVar6 + fVar5 * fVar5 + fVar4 * fVar4 <= param_4 * param_4;
}
fVar3 = fVar7 * fVar6 + fVar3 * fVar5 + fVar1 * fVar4;
fVar3 = fVar3 + fVar3;
fVar7 = fVar3 * fVar3 -
fVar2 * 4.0 * ((fVar6 * fVar6 + fVar5 * fVar5 + fVar4 * fVar4) - param_4 * param_4);
if (0.0 <= fVar7) {
fVar7 = SQRT(fVar7);
*param_5 = -(fVar7 + fVar3) * (0.5 / fVar2);
*param_6 = (fVar7 - fVar3) * (0.5 / fVar2);
return true;
}
return false;
}
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.