CM_RecursiveHullCheckImpl<false>
0x0011c750 · 958 bytes · __regparm3
_Z25CM_RecursiveHullCheckImplILb0EEvP11TraceInfo_tiffRK6VectorS4_
Decompiled
void (6 params)
/* void CM_RecursiveHullCheckImpl<false>(TraceInfo_t*, int, float, float, Vector const&, Vector
const&) */
void __regparm3
CM_RecursiveHullCheckImpl<false>
(TraceInfo_t *param_1,int param_2,float param_3,float param_4,Vector *param_5,
Vector *param_6)
{
undefined4 *puVar1;
float fVar2;
float *pfVar3;
int iVar4;
uint uVar5;
float in_XMM0_Da;
float fVar6;
float in_XMM1_Da;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
Vector *in_stack_ffffffa8;
Vector *in_stack_ffffffac;
int local_40;
float local_28;
float local_24;
float local_20;
if (in_XMM0_Da < *(float *)(param_1 + 0x80)) {
if (-1 < param_2) {
do {
while( true ) {
puVar1 = (undefined4 *)(**(int **)(param_1 + 0x104) + param_2 * 0xc);
pfVar3 = (float *)*puVar1;
uVar5 = (uint)*(byte *)(pfVar3 + 4);
fVar9 = pfVar3[3];
if (*(byte *)(pfVar3 + 4) < 3) break;
fVar6 = *pfVar3;
fVar10 = pfVar3[1];
fVar2 = pfVar3[2];
fVar8 = (*(float *)param_3 * fVar6 - fVar9) + *(float *)((int)param_3 + 4) * fVar10 +
*(float *)((int)param_3 + 8) * fVar2;
fVar7 = (*(float *)((int)param_4 + 4) * fVar10 + *(float *)param_4 * fVar6 +
*(float *)((int)param_4 + 8) * fVar2) - fVar9;
fVar6 = ABS(fVar10 * *(float *)(param_1 + 0x34)) + ABS(fVar6 * *(float *)(param_1 + 0x30))
+ ABS(fVar2 * *(float *)(param_1 + 0x38));
if (fVar6 < fVar7) goto LAB_0011c7b9;
LAB_0011c86c:
if ((-fVar6 <= fVar8) || (-fVar6 <= fVar7)) {
if (fVar7 <= fVar8) {
if (fVar8 <= fVar7) {
fVar9 = 0.0;
iVar4 = 0;
fVar10 = 1.0;
local_40 = 1;
}
else {
local_40 = 1;
iVar4 = 0;
fVar10 = 1.0 / (fVar8 - fVar7);
fVar9 = ((fVar8 - fVar6) + -0.03125) * fVar10;
fVar10 = (fVar6 + fVar8 + 0.03125) * fVar10;
if (fVar9 <= 0.0) {
fVar9 = 0.0;
}
if (fVar10 <= 0.0) {
fVar10 = 0.0;
}
if (1.0 <= fVar9) {
fVar9 = 1.0;
}
if (1.0 <= fVar10) {
fVar10 = 1.0;
}
}
}
else {
local_40 = 0;
iVar4 = 1;
fVar10 = 1.0 / (fVar8 - fVar7);
fVar9 = (fVar8 + fVar6 + 0.03125) * fVar10;
fVar10 = ((fVar8 - fVar6) + -0.03125) * fVar10;
if (fVar9 <= 0.0) {
fVar9 = 0.0;
}
if (fVar10 <= 0.0) {
fVar10 = 0.0;
}
if (1.0 <= fVar9) {
fVar9 = 1.0;
}
if (1.0 <= fVar10) {
fVar10 = 1.0;
}
}
local_28 = (*(float *)param_4 - *(float *)param_3) * fVar10 + *(float *)param_3;
local_24 = (*(float *)((int)param_4 + 4) - *(float *)((int)param_3 + 4)) * fVar10 +
*(float *)((int)param_3 + 4);
local_20 = (*(float *)((int)param_4 + 8) - *(float *)((int)param_3 + 8)) * fVar10 +
*(float *)((int)param_3 + 8);
CM_RecursiveHullCheckImpl<false>
(param_1,puVar1[iVar4 + 1],param_3,(float)&local_28,in_stack_ffffffa8,
in_stack_ffffffac);
local_28 = (*(float *)param_4 - *(float *)param_3) * fVar9 + *(float *)param_3;
local_24 = (*(float *)((int)param_4 + 4) - *(float *)((int)param_3 + 4)) * fVar9 +
*(float *)((int)param_3 + 4);
local_20 = (*(float *)((int)param_4 + 8) - *(float *)((int)param_3 + 8)) * fVar9 +
*(float *)((int)param_3 + 8);
CM_RecursiveHullCheckImpl<false>
(param_1,puVar1[local_40 + 1],(float)&local_28,param_4,in_stack_ffffffa8,
in_stack_ffffffac);
return;
}
param_2 = puVar1[2];
if (param_2 < 0) goto LAB_0011c88b;
}
fVar6 = *(float *)(param_1 + uVar5 * 4 + 0x30);
fVar7 = *(float *)((int)param_4 + uVar5 * 4) - fVar9;
fVar8 = *(float *)((int)param_3 + uVar5 * 4) - fVar9;
if (fVar7 <= fVar6) goto LAB_0011c86c;
LAB_0011c7b9:
if (fVar8 <= fVar6) goto LAB_0011c86c;
param_2 = puVar1[1];
} while (-1 < param_2);
}
LAB_0011c88b:
CM_TraceToLeaf<false>(param_1,~param_2,in_XMM0_Da,in_XMM1_Da);
}
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.