L L4D2node

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 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)