L L4D2node

CM_TransformedBoxTrace

0x0011e690 · 867 bytes · __cdecl

_Z22CM_TransformedBoxTraceRK5Ray_tiiRK6VectorRK6QAngleR10CGameTrace

Decompiled

undefined (6 params)

/* CM_TransformedBoxTrace(Ray_t const&, int, int, Vector const&, QAngle const&, CGameTrace&) */

void CM_TransformedBoxTrace
               (Ray_t *param_1,int param_2,int param_3,Vector *param_4,QAngle *param_5,
               CGameTrace *param_6)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float local_a8;
  float local_a4;
  float local_a0;
  matrix3x4_t local_9c [48];
  float local_6c;
  float local_68;
  float local_64;
  float local_5c;
  undefined4 local_58;
  undefined4 local_54;
  float local_4c;
  float local_48;
  float local_44;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  Ray_t local_28;
  Ray_t local_27;
  
  local_3c = *(undefined4 *)(param_1 + 0x30);
  local_38 = *(undefined4 *)(param_1 + 0x34);
  local_4c = *(float *)(param_1 + 0x20);
  local_48 = *(float *)(param_1 + 0x24);
  local_44 = *(float *)(param_1 + 0x28);
  local_34 = *(undefined4 *)(param_1 + 0x38);
  if (((*(float *)param_5 == 0.0) && (*(float *)(param_5 + 4) == 0.0)) &&
     (*(float *)(param_5 + 8) == 0.0)) {
    local_28 = param_1[0x44];
    local_6c = *(float *)param_1 - *(float *)param_4;
    local_27 = param_1[0x45];
    local_68 = *(float *)(param_1 + 4) - *(float *)(param_4 + 4);
    local_64 = *(float *)(param_1 + 8) - *(float *)(param_4 + 8);
    local_5c = *(float *)(param_1 + 0x10);
    local_58 = *(undefined4 *)(param_1 + 0x14);
    local_54 = *(undefined4 *)(param_1 + 0x18);
    CM_BoxTrace((Ray_t *)&local_6c,param_2,param_3,false,param_6);
    fVar1 = *(float *)(param_6 + 0x2c);
LAB_0011e8cb:
    fVar4 = *(float *)(param_1 + 0x20) + *(float *)param_1;
    fVar3 = *(float *)(param_1 + 0x24) + *(float *)(param_1 + 4);
    fVar2 = *(float *)(param_1 + 0x28) + *(float *)(param_1 + 8);
    if (fVar1 != 1.0) {
      *(float *)(param_6 + 0xc) = *(float *)(param_1 + 0x10) * fVar1 + fVar4;
      *(float *)(param_6 + 0x10) = *(float *)(param_1 + 0x14) * fVar1 + fVar3;
      *(float *)(param_6 + 0x14) = fVar1 * *(float *)(param_1 + 0x18) + fVar2;
      fVar1 = *(float *)(param_6 + 0x38);
      goto joined_r0x0011e99a;
    }
  }
  else {
    local_a8 = local_4c + *(float *)param_1;
    local_a4 = local_48 + *(float *)(param_1 + 4);
    local_a0 = local_44 + *(float *)(param_1 + 8);
    AngleMatrix(param_5,param_4,local_9c);
    VectorIRotate((float *)(param_1 + 0x10),local_9c,&local_5c);
    VectorITransform(&local_a8,local_9c,&local_6c);
    local_28 = param_1[0x44];
    local_6c = local_6c - *(float *)(param_1 + 0x20);
    local_27 = param_1[0x45];
    local_68 = local_68 - *(float *)(param_1 + 0x24);
    local_64 = local_64 - *(float *)(param_1 + 0x28);
    CM_BoxTrace((Ray_t *)&local_6c,param_2,param_3,false,param_6);
    if (*(float *)(param_6 + 0x2c) != 1.0) {
      local_a8 = *(float *)(param_6 + 0x18);
      local_a4 = *(float *)(param_6 + 0x1c);
      local_a0 = *(float *)(param_6 + 0x20);
      VectorRotate(&local_a8,local_9c,(float *)(param_6 + 0x18));
      fVar1 = *(float *)(param_6 + 0x2c);
      goto LAB_0011e8cb;
    }
    fVar4 = *(float *)(param_1 + 0x20) + *(float *)param_1;
    fVar3 = *(float *)(param_1 + 0x24) + *(float *)(param_1 + 4);
    fVar2 = *(float *)(param_1 + 0x28) + *(float *)(param_1 + 8);
  }
  *(float *)(param_6 + 0xc) = *(float *)(param_1 + 0x10) + fVar4;
  *(float *)(param_6 + 0x10) = *(float *)(param_1 + 0x14) + fVar3;
  *(float *)(param_6 + 0x14) = *(float *)(param_1 + 0x18) + fVar2;
  fVar1 = *(float *)(param_6 + 0x38);
joined_r0x0011e99a:
  if (fVar1 == 0.0) {
    *(float *)param_6 = fVar4;
    *(float *)(param_6 + 4) = fVar3;
    *(float *)(param_6 + 8) = fVar2;
    return;
  }
  if (fVar1 == 1.0) {
    param_6[0x36] = (CGameTrace)0x1;
    param_6[0x37] = (CGameTrace)0x1;
    *(undefined4 *)(param_6 + 0x2c) = 0;
    *(float *)(param_6 + 0xc) = fVar4;
    *(float *)(param_6 + 0x10) = fVar3;
    *(float *)(param_6 + 0x14) = fVar2;
  }
  *(float *)param_6 = *(float *)(param_1 + 0x10) * fVar1 + fVar4;
  *(float *)(param_6 + 4) = *(float *)(param_1 + 0x14) * fVar1 + fVar3;
  *(float *)(param_6 + 8) = fVar1 * *(float *)(param_1 + 0x18) + fVar2;
  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)