L L4D2node

CEngineTrace::ClipRayToBBox

0x0015a560 · 1355 bytes · __thiscall

_ZN12CEngineTrace13ClipRayToBBoxERK5Ray_tjP12ICollideableP10CGameTrace

Decompiled

undefined (5 params)

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

undefined4 __thiscall
CEngineTrace::ClipRayToBBox
          (CEngineTrace *this,Ray_t *param_1,uint param_2,ICollideable *param_3,CGameTrace *param_4)

{
  float fVar1;
  matrix3x4_t *pmVar2;
  int iVar3;
  float *pfVar4;
  float *pfVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float local_b4;
  float local_b0;
  float local_ac;
  float local_a8;
  undefined4 local_a4;
  undefined4 local_a0;
  float local_9c;
  float local_98;
  float local_94;
  float local_8c;
  float local_88;
  float local_84;
  float local_7c;
  float local_78;
  float local_74;
  float local_6c;
  float local_68;
  float local_64;
  float local_5c;
  float local_58;
  float local_54;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_3c;
  undefined4 local_38;
  undefined4 local_34;
  Ray_t local_28;
  Ray_t local_27;
  
  iVar3 = (**(code **)(*(int *)param_3 + 0x2c))(param_3);
  if (iVar3 != 2) {
    return 0;
  }
  if ((param_1[0x44] != (Ray_t)0x0) || (*(matrix3x4_t **)(param_1 + 0x40) == (matrix3x4_t *)0x0)) {
    if (*(float *)(param_1 + 0x10) == 0.0) {
      local_78 = *(float *)(param_1 + 0x14);
      local_6c = 3.4028235e+38;
      local_7c = local_6c;
    }
    else {
      local_7c = 1.0 / *(float *)(param_1 + 0x10);
      local_78 = *(float *)(param_1 + 0x14);
    }
    if (local_78 == 0.0) {
      local_64 = *(float *)(param_1 + 0x18);
      local_68 = 3.4028235e+38;
      local_78 = local_68;
    }
    else {
      local_78 = 1.0 / local_78;
      local_64 = *(float *)(param_1 + 0x18);
    }
    if (local_64 == 0.0) {
      local_64 = 3.4028235e+38;
    }
    else {
      local_64 = 1.0 / local_64;
    }
    local_74 = local_64;
    local_6c = local_7c;
    local_68 = local_78;
    pfVar4 = (float *)(**(code **)(*(int *)param_3 + 4))(param_3);
    pfVar5 = (float *)(**(code **)(*(int *)param_3 + 0x20))(param_3);
    local_9c = *pfVar4 + *pfVar5;
    local_98 = pfVar4[1] + pfVar5[1];
    local_94 = pfVar4[2] + pfVar5[2];
    pfVar4 = (float *)(**(code **)(*(int *)param_3 + 8))(param_3);
    pfVar5 = (float *)(**(code **)(*(int *)param_3 + 0x20))(param_3);
    local_8c = *pfVar4 + *pfVar5;
    local_88 = pfVar4[1] + pfVar5[1];
    local_84 = pfVar4[2] + pfVar5[2];
    IntersectRayWithBox(param_1,(VectorAligned *)&local_7c,(VectorAligned *)&local_9c,
                        (VectorAligned *)&local_8c,param_4);
    return 1;
  }
  local_3c = *(undefined4 *)(param_1 + 0x30);
  local_34 = *(undefined4 *)(param_1 + 0x38);
  local_38 = *(undefined4 *)(param_1 + 0x34);
  VectorIRotate((float *)(param_1 + 0x10),*(matrix3x4_t **)(param_1 + 0x40),&local_5c);
  local_4c = 0;
  local_48 = 0;
  local_44 = 0;
  VectorITransform((float *)param_1,*(matrix3x4_t **)(param_1 + 0x40),&local_6c);
  if (local_5c == 0.0) {
    local_7c = 3.4028235e+38;
  }
  else {
    local_7c = 1.0 / local_5c;
  }
  local_78 = 3.4028235e+38;
  if (local_58 != 0.0) {
    local_78 = 1.0 / local_58;
  }
  if (local_54 == 0.0) {
    local_74 = 3.4028235e+38;
  }
  else {
    local_74 = 1.0 / local_54;
  }
  pmVar2 = *(matrix3x4_t **)(param_1 + 0x40);
  pfVar4 = (float *)(**(code **)(*(int *)param_3 + 0x20))(param_3);
  VectorITransform(pfVar4,pmVar2,&local_b4);
  local_28 = param_1[0x44];
  local_27 = param_1[0x45];
  pfVar4 = (float *)(**(code **)(*(int *)param_3 + 4))(param_3);
  local_9c = *pfVar4 + local_b4;
  local_98 = pfVar4[1] + local_b0;
  local_94 = pfVar4[2] + local_ac;
  pfVar4 = (float *)(**(code **)(*(int *)param_3 + 8))(param_3);
  local_8c = *pfVar4 + local_b4;
  local_88 = pfVar4[1] + local_b0;
  local_84 = pfVar4[2] + local_ac;
  IntersectRayWithBox((Ray_t *)&local_6c,(VectorAligned *)&local_7c,(VectorAligned *)&local_9c,
                      (VectorAligned *)&local_8c,param_4);
  if (((1.0 < *(float *)(param_4 + 0x2c) || *(float *)(param_4 + 0x2c) == 1.0) &&
      (param_4[0x36] == (CGameTrace)0x0)) && (param_4[0x37] == (CGameTrace)0x0)) {
    *(float *)param_4 = *(float *)(param_1 + 0x20) + *(float *)param_1;
    *(float *)(param_4 + 4) = *(float *)(param_1 + 0x24) + *(float *)(param_1 + 4);
    *(float *)(param_4 + 8) = *(float *)(param_1 + 0x28) + *(float *)(param_1 + 8);
    return 1;
  }
  local_a8 = *(float *)(param_4 + 0x18);
  local_a4 = *(undefined4 *)(param_4 + 0x1c);
  local_a0 = *(undefined4 *)(param_4 + 0x20);
  VectorRotate(&local_a8,*(matrix3x4_t **)(param_1 + 0x40),(float *)(param_4 + 0x18));
  fVar1 = *(float *)(param_4 + 0x2c);
  fVar6 = *(float *)(param_1 + 0x20) + *(float *)param_1;
  *(float *)param_4 = fVar6;
  fVar7 = *(float *)(param_1 + 0x24) + *(float *)(param_1 + 4);
  *(float *)(param_4 + 4) = fVar7;
  fVar8 = *(float *)(param_1 + 0x28) + *(float *)(param_1 + 8);
  *(float *)(param_4 + 8) = fVar8;
  if (fVar1 == 1.0) {
    fVar6 = *(float *)(param_1 + 0x10) + fVar6;
    *(float *)(param_4 + 0xc) = fVar6;
    fVar7 = fVar7 + *(float *)(param_1 + 0x14);
    *(float *)(param_4 + 0x10) = fVar7;
    fVar8 = fVar8 + *(float *)(param_1 + 0x18);
    *(float *)(param_4 + 0x14) = fVar8;
  }
  else {
    fVar6 = *(float *)(param_1 + 0x10) * fVar1 + fVar6;
    *(float *)(param_4 + 0xc) = fVar6;
    fVar7 = *(float *)(param_1 + 0x14) * fVar1 + fVar7;
    *(float *)(param_4 + 0x10) = fVar7;
    fVar8 = fVar1 * *(float *)(param_1 + 0x18) + fVar8;
    *(float *)(param_4 + 0x14) = fVar8;
  }
  fVar1 = *(float *)(param_4 + 0x38);
  *(float *)(param_4 + 0x24) =
       fVar7 * *(float *)(param_4 + 0x1c) + fVar6 * *(float *)(param_4 + 0x18) +
       fVar8 * *(float *)(param_4 + 0x20);
  if (1.0 <= fVar1) {
    return 1;
  }
  fVar6 = *(float *)(param_1 + 0x18);
  fVar7 = *(float *)(param_1 + 0x10);
  *(float *)(param_4 + 4) = *(float *)(param_1 + 0x14) * fVar1 + *(float *)(param_4 + 4);
  *(float *)(param_4 + 8) = fVar6 * fVar1 + *(float *)(param_4 + 8);
  *(float *)param_4 = fVar1 * fVar7 + *(float *)param_4;
  return 1;
}

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)