L L4D2node

CM_Stab

0x00124960 · 500 bytes · __cdecl

_Z7CM_StabP11TraceInfo_tRK6VectorS3_i

Decompiled

undefined (4 params)

/* CM_Stab(TraceInfo_t*, Vector const&, Vector const&, int) */

void CM_Stab(TraceInfo_t *param_1,Vector *param_2,Vector *param_3,int param_4)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  undefined *puVar7;
  float fVar8;
  float fVar9;
  float local_28;
  float local_24;
  float local_20;
  
  uVar1 = DAT_00340c94;
  puVar7 = CCollisionBSPData::nullsurface;
  *(undefined4 *)(param_1 + 0x8c) = 0;
  *(undefined **)(param_1 + 0x90) = puVar7;
  *(undefined4 *)(param_1 + 0x94) = uVar1;
  uVar1 = *(undefined4 *)(param_1 + 0x14);
  *(undefined4 *)(param_1 + 0x80) = 0x3f800000;
  uVar2 = *(undefined4 *)(param_1 + 0xc);
  param_1[0x8b] = (TraceInfo_t)0x0;
  param_1[0x8a] = (TraceInfo_t)0x0;
  uVar3 = *(undefined4 *)(param_1 + 0x10);
  *(undefined4 *)(param_1 + 0x114) = 0;
  *(undefined4 *)(param_1 + 0x108) = *(undefined4 *)param_3;
  *(undefined4 *)(param_1 + 0x10c) = *(undefined4 *)(param_3 + 4);
  *(undefined4 *)(param_1 + 0x110) = *(undefined4 *)(param_3 + 8);
  fVar4 = *(float *)param_2;
  *(float *)param_1 = fVar4;
  fVar5 = *(float *)(param_2 + 4);
  *(float *)(param_1 + 4) = fVar5;
  fVar6 = *(float *)(param_2 + 8);
  *(float *)(param_1 + 8) = fVar6;
  local_28 = *(float *)param_3 * 99999.9 + *(float *)param_2;
  fVar9 = *(float *)(param_3 + 4) * 99999.9 + *(float *)(param_2 + 4);
  fVar8 = *(float *)(param_3 + 8) * 99999.9 + *(float *)(param_2 + 8);
  *(float *)(param_1 + 0xc) = local_28;
  local_28 = local_28 - fVar4;
  *(float *)(param_1 + 0x10) = fVar9;
  *(float *)(param_1 + 0x14) = fVar8;
  *(float *)(param_1 + 0x3c) = local_28;
  *(float *)(param_1 + 0x40) = fVar9 - fVar5;
  *(float *)(param_1 + 0x44) = fVar8 - fVar6;
  if (local_28 == 0.0) {
    local_24 = *(float *)(param_1 + 0x40);
    local_28 = 3.4028235e+38;
  }
  else {
    local_28 = 1.0 / local_28;
    local_24 = *(float *)(param_1 + 0x40);
  }
  if (local_24 == 0.0) {
    local_20 = *(float *)(param_1 + 0x44);
    local_24 = 3.4028235e+38;
  }
  else {
    local_24 = 1.0 / local_24;
    local_20 = *(float *)(param_1 + 0x44);
  }
  if (local_20 == 0.0) {
    local_20 = 3.4028235e+38;
  }
  else {
    local_20 = 1.0 / local_20;
  }
  *(float *)(param_1 + 0x48) = local_28;
  *(float *)(param_1 + 0x4c) = local_24;
  *(float *)(param_1 + 0x50) = local_20;
  PushTraceVisits(param_1);
  CM_RecursiveHullCheck(param_1,0,0.0,1.0);
  PopTraceVisits(param_1);
  *(undefined4 *)(param_1 + 0xc) = uVar2;
  *(undefined4 *)(param_1 + 0x10) = uVar3;
  *(undefined4 *)(param_1 + 0x14) = uVar1;
  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)