L L4D2node

IntersectRayWithSphere

0x000c5750 · 133 bytes · __cdecl

_Z22IntersectRayWithSphereRK6VectorS1_S1_fPfS2_

Decompiled

undefined (6 params)

/* IntersectRayWithSphere(Vector const&, Vector const&, Vector const&, float, float*, float*) */

undefined4
IntersectRayWithSphere
          (Vector *param_1,Vector *param_2,Vector *param_3,float param_4,float *param_5,
          float *param_6)

{
  undefined4 uVar1;
  float fVar2;
  
  uVar1 = IntersectInfiniteRayWithSphere(param_1,param_2,param_3,param_4,param_5,param_6);
  if ((char)uVar1 != '\0') {
    if ((1.0 < *param_5) || (fVar2 = *param_6, fVar2 < 0.0)) {
      uVar1 = 0;
    }
    else {
      if (*param_5 < 0.0) {
        *param_5 = 0.0;
        fVar2 = *param_6;
      }
      if (1.0 < fVar2) {
        *param_6 = 1.0;
        return uVar1;
      }
    }
  }
  return uVar1;
}

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)