L L4D2node

QuadWithParallelEdges

0x000c7e20 · 497 bytes · __cdecl

_Z21QuadWithParallelEdgesRK6VectorS1_fS1_fS1_R8Vector2D

Decompiled

undefined (7 params)

/* QuadWithParallelEdges(Vector const&, Vector const&, float, Vector const&, float, Vector const&,
   Vector2D&) */

bool QuadWithParallelEdges
               (Vector *param_1,Vector *param_2,float param_3,Vector *param_4,float param_5,
               Vector *param_6,Vector2D *param_7)

{
  float local_c4;
  float local_c0;
  undefined4 local_bc;
  undefined4 local_b8;
  undefined4 local_b4;
  undefined4 local_ac;
  undefined4 local_a8;
  undefined4 local_a4;
  undefined1 local_78;
  undefined4 local_6c;
  undefined4 local_68;
  undefined4 local_64;
  float local_5c;
  float local_58;
  float local_54;
  undefined1 local_28;
  
  local_78 = 1;
  local_b4 = *(undefined4 *)(param_1 + 8);
  local_bc = *(undefined4 *)param_1;
  local_a4 = *(undefined4 *)(param_2 + 8);
  local_b8 = *(undefined4 *)(param_1 + 4);
  local_64 = *(undefined4 *)(param_6 + 8);
  local_ac = *(undefined4 *)param_2;
  local_a8 = *(undefined4 *)(param_2 + 4);
  local_6c = *(undefined4 *)param_6;
  local_68 = *(undefined4 *)(param_6 + 4);
  local_5c = -(param_5 * 10.0);
  local_58 = *(float *)(param_4 + 4) * local_5c;
  local_54 = *(float *)(param_4 + 8) * local_5c;
  local_5c = local_5c * *(float *)param_4;
  local_28 = 1;
  IntersectRayWithRay((Ray_t *)&local_bc,(Ray_t *)&local_6c,&local_c0,&local_c4);
  *(float *)param_7 = local_c0 / param_3;
  local_a4 = *(undefined4 *)(param_4 + 8);
  local_a8 = *(undefined4 *)(param_4 + 4);
  local_ac = *(undefined4 *)param_4;
  local_5c = -(param_3 * 10.0);
  local_58 = *(float *)(param_2 + 4) * local_5c;
  local_54 = *(float *)(param_2 + 8) * local_5c;
  local_5c = local_5c * *(float *)param_2;
  IntersectRayWithRay((Ray_t *)&local_bc,(Ray_t *)&local_6c,&local_c0,&local_c4);
  local_c0 = local_c0 / param_5;
  *(float *)(param_7 + 4) = local_c0;
  if (((0.0 <= *(float *)param_7) && (*(float *)param_7 <= 1.0)) && (0.0 <= local_c0)) {
    return local_c0 <= 1.0;
  }
  return false;
}

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)