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 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.