L L4D2node

CEngineTrace::ClipRayToHitboxes

0x00159dd0 · 595 bytes · __thiscall

_ZN12CEngineTrace17ClipRayToHitboxesERK5Ray_tjP12ICollideableP10CGameTrace

Decompiled

undefined (5 params)

/* CEngineTrace::ClipRayToHitboxes(Ray_t const&, unsigned int, ICollideable*, CGameTrace*) */

uint __thiscall
CEngineTrace::ClipRayToHitboxes
          (CEngineTrace *this,Ray_t *param_1,uint param_2,ICollideable *param_3,CGameTrace *param_4)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  uint uVar5;
  int iVar6;
  float local_70;
  float local_6c;
  float local_68;
  float local_64;
  float local_60;
  float local_5c;
  undefined4 local_58;
  undefined4 local_54;
  undefined4 local_50;
  undefined4 local_4c;
  CGameTrace local_48;
  CGameTrace local_47;
  undefined2 local_46;
  float local_44;
  undefined4 local_40;
  undefined2 local_3c;
  CGameTrace local_3a;
  CGameTrace local_39;
  undefined4 local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined2 local_28;
  undefined2 local_26;
  undefined4 local_24;
  undefined4 local_20;
  
  CM_ClearTrace((CGameTrace *)&local_70);
  local_70 = *(float *)(param_1 + 0x20) + *(float *)param_1;
  local_6c = *(float *)(param_1 + 0x24) + *(float *)(param_1 + 4);
  local_68 = *(float *)(param_1 + 0x28) + *(float *)(param_1 + 8);
  local_40 = *(undefined4 *)(param_4 + 0x30);
  local_64 = local_70 + *(float *)(param_1 + 0x10);
  local_60 = local_6c + *(float *)(param_1 + 0x14);
  local_5c = local_68 + *(float *)(param_1 + 0x18);
  if ((param_1[0x44] == (Ray_t)0x0) ||
     (uVar5 = (**(code **)(*(int *)param_3 + 0x14))(param_3,param_1,param_2,(CGameTrace *)&local_70)
     , (char)uVar5 == '\0')) {
    return 0;
  }
  if ((1.0 <= local_44) && ((local_3a == (CGameTrace)0x0 && (local_39 == (CGameTrace)0x0)))) {
    CM_ClearTrace(param_4);
    *(float *)param_4 = local_70;
    *(float *)(param_4 + 4) = local_6c;
    *(float *)(param_4 + 8) = local_68;
    *(float *)(param_4 + 0xc) = local_64;
    *(float *)(param_4 + 0x10) = local_60;
    *(float *)(param_4 + 0x14) = local_5c;
    return uVar5;
  }
  iVar6 = (**(code **)(*(int *)param_3 + 0x2c))(param_3);
  if (iVar6 == 6) {
    *(undefined4 *)(param_4 + 0x30) = local_40;
    *(undefined4 *)(param_4 + 0x40) = local_30;
    *(undefined4 *)(param_4 + 0x44) = local_2c;
    *(undefined4 *)(param_4 + 0x50) = local_20;
    *(undefined2 *)(param_4 + 0x48) = local_28;
    *(undefined4 *)(param_4 + 0x3c) = local_34;
    return uVar5;
  }
  uVar1 = *(undefined4 *)param_4;
  *(float *)param_4 = local_70;
  uVar2 = *(undefined4 *)(param_4 + 4);
  *(float *)(param_4 + 4) = local_6c;
  uVar3 = *(undefined4 *)(param_4 + 8);
  *(float *)(param_4 + 8) = local_68;
  uVar4 = *(undefined4 *)(param_4 + 0x38);
  *(float *)(param_4 + 0xc) = local_64;
  param_4[0x28] = local_48;
  *(float *)(param_4 + 0x10) = local_60;
  *(float *)(param_4 + 0x14) = local_5c;
  param_4[0x29] = local_47;
  *(undefined4 *)(param_4 + 0x18) = local_58;
  *(undefined4 *)(param_4 + 0x1c) = local_54;
  *(undefined2 *)(param_4 + 0x2a) = local_46;
  *(undefined4 *)(param_4 + 0x20) = local_50;
  *(undefined4 *)(param_4 + 0x24) = local_4c;
  *(float *)(param_4 + 0x2c) = local_44;
  *(undefined4 *)(param_4 + 0x30) = local_40;
  *(undefined4 *)(param_4 + 0x3c) = local_34;
  *(undefined2 *)(param_4 + 0x34) = local_3c;
  *(undefined4 *)(param_4 + 0x38) = local_38;
  *(undefined4 *)(param_4 + 0x40) = local_30;
  *(undefined4 *)(param_4 + 0x44) = local_2c;
  param_4[0x36] = local_3a;
  *(undefined2 *)(param_4 + 0x48) = local_28;
  param_4[0x37] = local_39;
  *(undefined2 *)(param_4 + 0x4a) = local_26;
  *(undefined4 *)(param_4 + 0x4c) = local_24;
  *(undefined4 *)(param_4 + 0x50) = local_20;
  if (local_39 == (CGameTrace)0x0) {
    return uVar5;
  }
  *(undefined4 *)param_4 = uVar1;
  *(undefined4 *)(param_4 + 4) = uVar2;
  *(undefined4 *)(param_4 + 8) = uVar3;
  *(undefined4 *)(param_4 + 0x38) = uVar4;
  return (uint)(byte)local_39;
}

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)