L L4D2node

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;
}

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)