CDispCollTree::ResolveRayPlaneIntersect
0x000ccf70 · 217 bytes · __thiscall
_ZN13CDispCollTree24ResolveRayPlaneIntersectEffRK6VectorfP15CDispCollHelper
Decompiled
undefined (6 params)
/* CDispCollTree::ResolveRayPlaneIntersect(float, float, Vector const&, float, CDispCollHelper*) */
bool __thiscall
CDispCollTree::ResolveRayPlaneIntersect
(CDispCollTree *this,float param_1,float param_2,Vector *param_3,float param_4,
CDispCollHelper *param_5)
{
bool bVar1;
float fVar2;
float fVar3;
fVar2 = 0.0;
if ((0.0 < param_1) && (0.0 < param_2)) {
return false;
}
bVar1 = param_2 < 0.0 && param_1 < 0.0;
if (param_2 >= 0.0 || param_1 >= 0.0) {
fVar3 = param_1 - param_2;
bVar1 = param_2 <= 0.0 && 0.0 <= param_1;
if (param_2 > 0.0 || 0.0 > param_1) {
if (fVar3 != 0.0) {
fVar2 = (param_1 + 0.03125) / fVar3;
}
if (fVar2 < *(float *)(param_5 + 4)) {
*(float *)(param_5 + 4) = fVar2;
return true;
}
return true;
}
if (fVar3 != 0.0) {
fVar2 = (param_1 - 0.03125) / fVar3;
}
if (*(float *)param_5 <= fVar2 && fVar2 != *(float *)param_5) {
*(float *)param_5 = fVar2;
*(undefined4 *)(param_5 + 8) = *(undefined4 *)param_3;
*(undefined4 *)(param_5 + 0xc) = *(undefined4 *)(param_3 + 4);
*(undefined4 *)(param_5 + 0x10) = *(undefined4 *)(param_3 + 8);
*(float *)(param_5 + 0x14) = param_4;
}
}
return bVar1;
}
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paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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Just a Signatures{} block, ready to drop into a gamedata
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raw memory ops, or anything else.
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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.