L L4D2node

IsSphereIntersectingCone

0x000c57f0 · 371 bytes · __cdecl

_Z24IsSphereIntersectingConeRK6VectorfS1_S1_ff

Decompiled

undefined (6 params)

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

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

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  undefined4 uVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  
  fVar1 = *(float *)param_4;
  fVar6 = param_2 / param_5;
  fVar2 = *(float *)(param_4 + 4);
  fVar3 = *(float *)(param_4 + 8);
  fVar4 = *(float *)(param_1 + 8);
  fVar7 = *(float *)param_1 - (*(float *)param_3 - fVar6 * fVar1);
  fVar8 = *(float *)(param_1 + 4) - (*(float *)(param_3 + 4) - fVar6 * fVar2);
  fVar6 = fVar4 - (*(float *)(param_3 + 8) - fVar6 * fVar3);
  if (SQRT(fVar8 * fVar8 + fVar7 * fVar7 + fVar6 * fVar6) * param_6 <=
      fVar8 * fVar2 + fVar7 * fVar1 + fVar6 * fVar3) {
    fVar8 = *(float *)(param_1 + 4) - *(float *)(param_3 + 4);
    fVar6 = *(float *)param_1 - *(float *)param_3;
    fVar9 = fVar4 - *(float *)(param_3 + 8);
    fVar7 = SQRT(fVar8 * fVar8 + fVar6 * fVar6 + fVar9 * fVar9);
    uVar5 = CONCAT31((int3)((uint)fVar4 >> 8),fVar7 <= param_2);
    if (-(fVar2 * fVar8 + fVar1 * fVar6 + fVar3 * fVar9) < param_5 * fVar7) {
      uVar5 = 1;
    }
    return uVar5;
  }
  return 0;
}

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)