IntersectRayWithBox
0x000c68f0 · 301 bytes · __cdecl
_Z19IntersectRayWithBoxRK5Ray_tRK6VectorS4_fP10CBaseTracePf
Decompiled
undefined (6 params)
/* IntersectRayWithBox(Ray_t const&, Vector const&, Vector const&, float, CBaseTrace*, float*) */
void IntersectRayWithBox(Ray_t *param_1,Vector *param_2,Vector *param_3,float param_4,
CBaseTrace *param_5,float *param_6)
{
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
if (param_1[0x44] != (Ray_t)0x0) {
IntersectRayWithBox((Vector *)param_1,(Vector *)(param_1 + 0x10),param_2,param_3,param_4,param_5
,param_6);
return;
}
local_24 = *(float *)param_2 - *(float *)(param_1 + 0x30);
local_18 = *(float *)(param_1 + 0x30) + *(float *)param_3;
local_20 = *(float *)(param_2 + 4) - *(float *)(param_1 + 0x34);
local_14 = *(float *)(param_1 + 0x34) + *(float *)(param_3 + 4);
local_1c = *(float *)(param_2 + 8) - *(float *)(param_1 + 0x38);
local_10 = *(float *)(param_1 + 0x38) + *(float *)(param_3 + 8);
IntersectRayWithBox((Vector *)param_1,(Vector *)(param_1 + 0x10),(Vector *)&local_24,
(Vector *)&local_18,param_4,param_5,param_6);
*(float *)param_5 = *(float *)param_5 + *(float *)(param_1 + 0x20);
*(float *)(param_5 + 4) = *(float *)(param_5 + 4) + *(float *)(param_1 + 0x24);
*(float *)(param_5 + 8) = *(float *)(param_5 + 8) + *(float *)(param_1 + 0x28);
*(float *)(param_5 + 0xc) = *(float *)(param_5 + 0xc) + *(float *)(param_1 + 0x20);
*(float *)(param_5 + 0x10) = *(float *)(param_5 + 0x10) + *(float *)(param_1 + 0x24);
*(float *)(param_5 + 0x14) = *(float *)(param_5 + 0x14) + *(float *)(param_1 + 0x28);
return;
}
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.