IntersectRayWithOBB
0x000c6f20 · 287 bytes · __cdecl
_Z19IntersectRayWithOBBRK6VectorS1_S1_RK6QAngleS1_S1_fP10CBaseTrace
Decompiled
undefined (8 params)
/* IntersectRayWithOBB(Vector const&, Vector const&, Vector const&, QAngle const&, Vector const&,
Vector const&, float, CBaseTrace*) */
void IntersectRayWithOBB(Vector *param_1,Vector *param_2,Vector *param_3,QAngle *param_4,
Vector *param_5,Vector *param_6,float param_7,CBaseTrace *param_8)
{
float local_58;
float local_54;
float local_50;
float local_4c;
float local_48;
float local_44;
if (((vec3_angle == *(float *)param_4) && (DAT_004024c0 == *(float *)(param_4 + 4))) &&
(DAT_004024c4 == *(float *)(param_4 + 8))) {
local_58 = *(float *)param_5 + *(float *)param_3;
local_4c = *(float *)param_3 + *(float *)param_6;
local_54 = *(float *)(param_5 + 4) + *(float *)(param_3 + 4);
local_48 = *(float *)(param_3 + 4) + *(float *)(param_6 + 4);
local_50 = *(float *)(param_5 + 8) + *(float *)(param_3 + 8);
local_44 = *(float *)(param_3 + 8) + *(float *)(param_6 + 8);
IntersectRayWithBox(param_1,param_2,(Vector *)&local_58,(Vector *)&local_4c,param_7,param_8,
(float *)0x0);
return;
}
AngleMatrix(param_4,param_3,(matrix3x4_t *)&local_4c);
IntersectRayWithOBB(param_1,param_2,(matrix3x4_t *)&local_4c,param_5,param_6,param_7,param_8);
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.