L L4D2node

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 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)