CM_RayLeafnums
0x0011afd0 · 139 bytes · __cdecl
_Z14CM_RayLeafnumsRK5Ray_tPiiRi
Decompiled
undefined (4 params)
/* CM_RayLeafnums(Ray_t const&, int*, int, int&) */
void CM_RayLeafnums(Ray_t *param_1,int *param_2,int param_3,int *param_4)
{
float local_18;
float local_14;
float local_10;
if (DAT_00394388 == 0) {
return;
}
local_18 = *(float *)(param_1 + 0x10) + *(float *)param_1;
local_14 = *(float *)(param_1 + 0x14) + *(float *)(param_1 + 4);
local_10 = *(float *)(param_1 + 0x18) + *(float *)(param_1 + 8);
CM_RayLeafnums_r(param_1,(CCollisionBSPData *)&g_BSPData,0,0.0,1.0,(Vector *)param_1,
(Vector *)&local_18,param_2,param_3,param_4);
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.