L L4D2node

IntersectRayWithOBB

0x000c6a90 · 1152 bytes · __cdecl

_Z19IntersectRayWithOBBRK6VectorS1_RK11matrix3x4_tS1_S1_fP10CBaseTrace

Decompiled

undefined (7 params)

/* IntersectRayWithOBB(Vector const&, Vector const&, matrix3x4_t const&, Vector const&, Vector
   const&, float, CBaseTrace*) */

undefined4
IntersectRayWithOBB(Vector *param_1,Vector *param_2,matrix3x4_t *param_3,Vector *param_4,
                   Vector *param_5,float param_6,CBaseTrace *param_7)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  int iVar5;
  undefined4 uVar6;
  uint uVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  float local_64 [4];
  float local_54;
  float local_50;
  float local_4c [6];
  Vector local_34 [12];
  float local_28;
  float local_24;
  float local_20;
  
  *(undefined4 *)param_7 = *(undefined4 *)param_1;
  *(undefined4 *)(param_7 + 4) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(param_7 + 8) = *(undefined4 *)(param_1 + 8);
  fVar10 = *(float *)param_1;
  *(float *)(param_7 + 0xc) = fVar10;
  fVar1 = *(float *)(param_1 + 4);
  *(float *)(param_7 + 0x10) = fVar1;
  fVar9 = *(float *)(param_1 + 8);
  *(float *)(param_7 + 0x14) = fVar9;
  *(float *)(param_7 + 0xc) = fVar10 + *(float *)param_2;
  *(float *)(param_7 + 0x10) = fVar1 + *(float *)(param_2 + 4);
  fVar10 = *(float *)(param_2 + 8);
  param_7[0x37] = (CBaseTrace)0x0;
  param_7[0x36] = (CBaseTrace)0x0;
  *(undefined4 *)(param_7 + 0x2c) = 0x3f800000;
  *(float *)(param_7 + 0x14) = fVar9 + fVar10;
  *(undefined4 *)(param_7 + 0x30) = 0;
  local_64[1] = (*(float *)(param_5 + 4) + *(float *)(param_4 + 4)) * 0.5;
  local_64[2] = (*(float *)(param_5 + 8) + *(float *)(param_4 + 8)) * 0.5;
  local_64[0] = (*(float *)param_5 + *(float *)param_4) * 0.5;
  VectorTransform(local_64,param_3,local_64 + 3);
  local_4c[0] = 0.0;
  local_4c[1] = 0.0;
  local_4c[2] = 0.0;
  local_64[1] = *(float *)(param_5 + 4) - local_64[1];
  local_64[0] = *(float *)param_5 - local_64[0];
  local_64[2] = *(float *)(param_5 + 8) - local_64[2];
  fVar10 = *(float *)param_2;
  fVar1 = *(float *)(param_2 + 4);
  fVar9 = *(float *)(param_2 + 8);
  iVar5 = 0;
  local_64[3] = (fVar10 + *(float *)param_1) - local_64[3];
  local_54 = (fVar1 + *(float *)(param_1 + 4)) - local_54;
  local_50 = (*(float *)(param_1 + 8) + fVar9) - local_50;
  fVar11 = local_64[0];
  while( true ) {
    fVar2 = *(float *)(param_3 + iVar5 * 4);
    fVar3 = *(float *)(param_3 + iVar5 * 4 + 0x10);
    fVar4 = *(float *)(param_3 + iVar5 * 4 + 0x20);
    fVar8 = fVar1 * fVar3 + fVar10 * fVar2 + fVar9 * fVar4;
    local_4c[iVar5] = fVar8;
    fVar8 = ABS(fVar8);
    local_4c[iVar5 + 3] = fVar8;
    if (fVar8 + fVar11 < ABS(fVar3 * local_54 + fVar2 * local_64[3] + fVar4 * local_50)) {
      return 0;
    }
    iVar5 = iVar5 + 1;
    if (iVar5 == 3) break;
    fVar11 = local_64[iVar5];
  }
  fVar11 = fVar1 * local_50 - local_54 * fVar9;
  fVar9 = fVar9 * local_64[3] - local_50 * fVar10;
  fVar10 = local_54 * fVar10 - local_64[3] * fVar1;
  if (local_64[2] * local_4c[4] + local_64[1] * local_4c[5] <
      ABS(*(float *)(param_3 + 0x10) * fVar9 + *(float *)param_3 * fVar11 +
          *(float *)(param_3 + 0x20) * fVar10)) {
    return 0;
  }
  if (local_64[2] * local_4c[3] + local_4c[5] * local_64[0] <
      ABS(*(float *)(param_3 + 0x14) * fVar9 + *(float *)(param_3 + 4) * fVar11 +
          *(float *)(param_3 + 0x24) * fVar10)) {
    return 0;
  }
  if (local_4c[3] * local_64[1] + local_64[0] * local_4c[4] <
      ABS(*(float *)(param_3 + 0x18) * fVar9 + fVar11 * *(float *)(param_3 + 8) +
          fVar10 * *(float *)(param_3 + 0x28))) {
    return 0;
  }
  VectorITransform((float *)param_1,param_3,(float *)local_34);
  local_4c[0] = local_4c[0] + local_4c[0];
  local_4c[1] = local_4c[1] + local_4c[1];
  local_4c[2] = local_4c[2] + local_4c[2];
  uVar6 = IntersectRayWithBox(local_34,(Vector *)local_4c,param_4,param_5,param_6,param_7,
                              (float *)0x0);
  if ((char)uVar6 == '\0') {
    return 0;
  }
  VectorTransform((float *)(param_7 + 0xc),param_3,&local_28);
  *(float *)(param_7 + 0xc) = local_28;
  *(float *)(param_7 + 0x10) = local_24;
  *(float *)(param_7 + 0x14) = local_20;
  *(undefined4 *)param_7 = *(undefined4 *)param_1;
  *(undefined4 *)(param_7 + 4) = *(undefined4 *)(param_1 + 4);
  uVar7 = (uint)(byte)param_7[0x28];
  *(undefined4 *)(param_7 + 8) = *(undefined4 *)(param_1 + 8);
  *(float *)(param_7 + 0x2c) = *(float *)(param_7 + 0x2c) + *(float *)(param_7 + 0x2c);
  fVar10 = *(float *)(param_7 + uVar7 * 4 + 0x18);
  fVar1 = *(float *)(param_3 + uVar7 * 4);
  *(float *)(param_7 + 0x18) = fVar1 * fVar10;
  fVar9 = *(float *)(param_3 + uVar7 * 4 + 0x10);
  *(float *)(param_7 + 0x1c) = fVar10 * fVar9;
  fVar11 = *(float *)(param_3 + uVar7 * 4 + 0x20);
  param_7[0x28] = (CBaseTrace)0x3;
  *(float *)(param_7 + 0x20) = fVar10 * fVar11;
  *(float *)(param_7 + 0x24) =
       local_24 * fVar10 * fVar9 + local_28 * fVar1 * fVar10 + fVar10 * fVar11 * local_20;
  return uVar6;
}

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)