L L4D2node

ComputeRayBounds

0x00159100 · 225 bytes · __regparm3

_ZL16ComputeRayBoundsRK5Ray_tR6VectorS3_

Decompiled

undefined (3 params)

/* ComputeRayBounds(Ray_t const&, Vector&, Vector&) */

void __regparm3 ComputeRayBounds(Ray_t *param_1,Vector *param_2,Vector *param_3)

{
  Ray_t *pRVar1;
  float fVar2;
  int iVar3;
  float fVar4;
  float local_1c [3];
  
  local_1c[0] = *(float *)param_1;
  local_1c[1] = (float)*(undefined4 *)(param_1 + 4);
  local_1c[2] = (float)*(undefined4 *)(param_1 + 8);
  if (param_1[0x44] != (Ray_t)0x0) {
    iVar3 = 0;
    do {
      if (*(float *)(param_1 + iVar3 * 4 + 0x10) <= 0.0) {
        fVar4 = local_1c[iVar3];
        *(float *)(param_3 + iVar3 * 4) = fVar4;
        *(float *)(param_2 + iVar3 * 4) = fVar4 + *(float *)(param_1 + iVar3 * 4 + 0x10);
      }
      else {
        fVar4 = local_1c[iVar3];
        *(float *)(param_3 + iVar3 * 4) = *(float *)(param_1 + iVar3 * 4 + 0x10) + fVar4;
        *(float *)(param_2 + iVar3 * 4) = fVar4;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 != 3);
    return;
  }
  pRVar1 = param_1 + 0x10;
  iVar3 = 0;
  fVar4 = *(float *)pRVar1;
  if (fVar4 <= 0.0) goto LAB_001591a6;
  do {
    fVar2 = local_1c[iVar3];
    *(float *)(param_3 + iVar3 * 4) = fVar4 + fVar2 + *(float *)(param_1 + iVar3 * 4 + 0x30);
    *(float *)(param_2 + iVar3 * 4) = fVar2 - *(float *)(param_1 + iVar3 * 4 + 0x30);
    while( true ) {
      iVar3 = iVar3 + 1;
      if (iVar3 == 3) {
        return;
      }
      fVar4 = *(float *)(pRVar1 + iVar3 * 4);
      if (0.0 < fVar4) break;
LAB_001591a6:
      fVar4 = local_1c[iVar3];
      *(float *)(param_3 + iVar3 * 4) = *(float *)(param_1 + iVar3 * 4 + 0x30) + fVar4;
      *(float *)(param_2 + iVar3 * 4) =
           (fVar4 + *(float *)(pRVar1 + iVar3 * 4)) - *(float *)(param_1 + iVar3 * 4 + 0x30);
    }
  } while( true );
}

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)