L L4D2node

IsBoxIntersectingRay

0x000c6030 · 231 bytes · __cdecl

_Z20IsBoxIntersectingRayRKU8__vectorfS1_RK5Ray_tf

Decompiled

undefined (4 params)

/* IsBoxIntersectingRay(float __vector(4) const&, float __vector(4) const&, Ray_t const&, float) */

void IsBoxIntersectingRay
               (_func_float_int **param_1,_func_float_int **param_2,Ray_t *param_3,float param_4)

{
  float fVar1;
  float fVar3;
  float fVar4;
  undefined1 auVar2 [16];
  float fVar5;
  float local_6c;
  float fStack_68;
  float fStack_64;
  undefined4 uStack_60;
  float local_5c;
  float fStack_58;
  float fStack_54;
  undefined4 uStack_50;
  _func_float_int *local_4c;
  _func_float_int *p_Stack_48;
  _func_float_int *p_Stack_44;
  _func_float_int *p_Stack_40;
  _func_float_int *local_3c;
  _func_float_int *p_Stack_38;
  _func_float_int *p_Stack_34;
  _func_float_int *p_Stack_30;
  float local_2c;
  float fStack_28;
  float fStack_24;
  float fStack_20;
  undefined1 local_1c [8];
  float fStack_14;
  float fStack_10;
  
  local_1c._4_4_ = param_4;
  local_1c._0_4_ = param_4;
  fStack_14 = param_4;
  fStack_10 = param_4;
  local_6c = *(float *)param_3;
  fStack_68 = *(float *)(param_3 + 4);
  fStack_64 = *(float *)(param_3 + 8);
  fVar1 = *(float *)(param_3 + 0x30);
  fVar3 = *(float *)(param_3 + 0x34);
  fVar4 = *(float *)(param_3 + 0x38);
  uStack_60 = 0;
  if (param_3[0x45] != (Ray_t)0x0) {
    local_5c = *(float *)(param_3 + 0x10);
    fStack_58 = *(float *)(param_3 + 0x14);
    fStack_54 = *(float *)(param_3 + 0x18);
    auVar2._12_4_ = 0;
    auVar2._0_12_ = *(undefined1 (*) [12])(param_3 + 0x10);
    auVar2 = rcpps(_local_1c,auVar2);
    uStack_50 = 0;
    local_4c = (_func_float_int *)((float)*param_1 - fVar1);
    p_Stack_48 = (_func_float_int *)((float)param_1[1] - fVar3);
    p_Stack_44 = (_func_float_int *)((float)param_1[2] - fVar4);
    p_Stack_40 = (_func_float_int *)((float)param_1[3] - 0.0);
    local_3c = (_func_float_int *)(fVar1 + (float)*param_2);
    p_Stack_38 = (_func_float_int *)(fVar3 + (float)param_2[1]);
    p_Stack_34 = (_func_float_int *)(fVar4 + (float)param_2[2]);
    p_Stack_30 = (_func_float_int *)((float)param_2[3] + 0.0);
    fVar1 = auVar2._0_4_;
    fVar3 = auVar2._4_4_;
    fVar4 = auVar2._8_4_;
    fVar5 = auVar2._12_4_;
    local_2c = (fVar1 + fVar1) - fVar1 * fVar1 * local_5c;
    fStack_28 = (fVar3 + fVar3) - fVar3 * fVar3 * fStack_58;
    fStack_24 = (fVar4 + fVar4) - fVar4 * fVar4 * fStack_54;
    fStack_20 = (fVar5 + fVar5) - fVar5 * fVar5 * 0.0;
    IsBoxIntersectingRay
              ((float *)&local_4c,(float *)param_2,(float *)&local_4c,(float *)&local_3c,&local_6c,
               &local_5c);
    return;
  }
  local_3c = *param_2;
  p_Stack_38 = param_2[1];
  p_Stack_34 = param_2[2];
  p_Stack_30 = param_2[3];
  local_4c = *param_1;
  p_Stack_48 = param_1[1];
  p_Stack_44 = param_1[2];
  p_Stack_40 = param_1[3];
  local_2c = (local_6c - fVar1) + param_4;
  fStack_28 = (fStack_68 - fVar3) + param_4;
  fStack_24 = (fStack_64 - fVar4) + param_4;
  fStack_20 = param_4 + 0.0;
  local_1c._4_4_ = fVar3 + fStack_68 + param_4;
  local_1c._0_4_ = fVar1 + local_6c + param_4;
  fStack_14 = fVar4 + fStack_64 + param_4;
  fStack_10 = param_4 + 0.0;
  IsBoxIntersectingBox
            ((Vector *)&local_4c,(Vector *)&local_3c,(Vector *)&local_2c,(Vector *)local_1c);
  return;
}

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)