CEngineTrace::ClipRayToOBB
0x0015aae0 · 136 bytes · __thiscall
_ZN12CEngineTrace12ClipRayToOBBERK5Ray_tjP12ICollideableP10CGameTrace
Decompiled
undefined (5 params)
/* CEngineTrace::ClipRayToOBB(Ray_t const&, unsigned int, ICollideable*, CGameTrace*) */
undefined4 __thiscall
CEngineTrace::ClipRayToOBB
(CEngineTrace *this,Ray_t *param_1,uint param_2,ICollideable *param_3,CGameTrace *param_4)
{
int iVar1;
Vector *pVVar2;
Vector *pVVar3;
QAngle *pQVar4;
Vector *pVVar5;
iVar1 = (**(code **)(*(int *)param_3 + 0x2c))(param_3);
if (iVar1 != 3) {
return 0;
}
pVVar2 = (Vector *)(**(code **)(*(int *)param_3 + 8))(param_3);
pVVar3 = (Vector *)(**(code **)(*(int *)param_3 + 4))(param_3);
pQVar4 = (QAngle *)(**(code **)(*(int *)param_3 + 0x24))(param_3);
pVVar5 = (Vector *)(**(code **)(*(int *)param_3 + 0x20))(param_3);
IntersectRayWithOBB(param_1,pVVar5,pQVar4,pVVar3,pVVar2,0.03125,(CBaseTrace *)param_4);
return 1;
}
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.