L L4D2node

CEngineTrace::ClipRayToCollideable

0x0015ab70 · 797 bytes · __thiscall

_ZN12CEngineTrace20ClipRayToCollideableERK5Ray_tjP12ICollideableP10CGameTrace

Decompiled

undefined (5 params)

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

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

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  undefined4 uVar7;
  bool bVar8;
  bool bVar9;
  char cVar10;
  int iVar11;
  uint uVar12;
  int iVar13;
  undefined4 uVar14;
  studiohdr_t *local_2c;
  
  CM_ClearTrace(param_4);
  fVar1 = *(float *)(param_1 + 0x20);
  fVar2 = *(float *)param_1;
  *(float *)param_4 = fVar1 + fVar2;
  fVar3 = *(float *)(param_1 + 0x24);
  fVar4 = *(float *)(param_1 + 4);
  *(float *)(param_4 + 4) = fVar3 + fVar4;
  fVar5 = *(float *)(param_1 + 0x28);
  fVar6 = *(float *)(param_1 + 8);
  *(float *)(param_4 + 8) = fVar5 + fVar6;
  *(float *)(param_4 + 0xc) = fVar1 + fVar2 + *(float *)(param_1 + 0x10);
  *(float *)(param_4 + 0x10) = fVar3 + fVar4 + *(float *)(param_1 + 0x14);
  *(float *)(param_4 + 0x14) = fVar5 + fVar6 + *(float *)(param_1 + 0x18);
  iVar11 = (**(code **)(*(int *)param_3 + 0x1c))(param_3);
  local_2c = (studiohdr_t *)0x0;
  bVar8 = false;
  if ((iVar11 != 0) && (*(int *)(iVar11 + 0x110) == 3)) {
    local_2c = (studiohdr_t *)(**(code **)(*(int *)modelloader + 0x14))(modelloader,iVar11);
    if (((param_2 & 0x40000000) == 0) && ((param_2 & *(uint *)(local_2c + 0x14c)) == 0)) {
      return;
    }
    bVar8 = true;
  }
  uVar7 = *(undefined4 *)(param_1 + 0x40);
  uVar12 = (**(code **)(*(int *)param_3 + 0x30))(param_3);
  if ((uVar12 & 0x100) != 0) {
    uVar14 = (**(code **)(*(int *)param_3 + 0x44))(param_3);
    *(undefined4 *)(param_1 + 0x40) = uVar14;
  }
  iVar13 = (**(code **)(*(int *)param_3 + 0x2c))(param_3);
  if (iVar13 == 5) {
LAB_0015ac38:
    (**(code **)(*(int *)param_3 + 0x10))(param_3,param_1,param_2,param_4);
    bVar9 = true;
    cVar10 = '\x01';
  }
  else {
    if (param_1[0x44] == (Ray_t)0x0) {
LAB_0015ac28:
      uVar12 = (**(code **)(*(int *)param_3 + 0x30))(param_3);
      if ((uVar12 & 2) != 0) goto LAB_0015ac38;
    }
    else {
      uVar12 = (**(code **)(*(int *)param_3 + 0x30))(param_3);
      if ((uVar12 & 1) != 0) goto LAB_0015ac38;
      if (param_1[0x44] == (Ray_t)0x0) goto LAB_0015ac28;
    }
    cVar10 = ClipRayToVPhysics(this,param_1,param_2,param_3,local_2c,param_4);
    if ((cVar10 == '\x01') || (iVar11 == 0)) {
LAB_0015ae9e:
      if (cVar10 != '\0') {
        bVar9 = false;
        goto LAB_0015ac59;
      }
    }
    else if (*(int *)(iVar11 + 0x110) == 1) {
      cVar10 = ClipRayToBSP(this,param_1,param_2,param_3,param_4);
      goto LAB_0015ae9e;
    }
    cVar10 = ClipRayToOBB(this,param_1,param_2,param_3,param_4);
    bVar9 = false;
  }
LAB_0015ac59:
  if (((!bVar8) || ((param_2 & 0x40000000) == 0)) || (bVar9)) {
    if (cVar10 == '\0') goto LAB_0015ada0;
  }
  else {
    cVar10 = ClipRayToHitboxes(this,param_1,param_2,param_3,param_4);
    if (cVar10 != '\0') goto LAB_0015acc1;
LAB_0015ada0:
    ClipRayToBBox(this,param_1,param_2,param_3,param_4);
  }
  if ((bVar8) &&
     ((((*(float *)(param_4 + 0x2c) <= 1.0 && *(float *)(param_4 + 0x2c) != 1.0 ||
        (param_4[0x36] != (CGameTrace)0x0)) || (param_4[0x37] != (CGameTrace)0x0)) &&
      ((!bVar9 || (*(short *)(param_4 + 0x40) == 0)))))) {
    uVar14 = *(undefined4 *)(local_2c + 0x14c);
    *(char **)(param_4 + 0x3c) = "**studio**";
    *(undefined4 *)(param_4 + 0x30) = uVar14;
    *(undefined2 *)(param_4 + 0x42) = 0;
    *(short *)(param_4 + 0x40) = (short)*(undefined4 *)(local_2c + 0x18c);
  }
LAB_0015acc1:
  if ((*(int *)(param_4 + 0x4c) == 0) &&
     (((*(float *)(param_4 + 0x2c) <= 1.0 && *(float *)(param_4 + 0x2c) != 1.0 ||
       (param_4[0x36] != (CGameTrace)0x0)) || (param_4[0x37] != (CGameTrace)0x0)))) {
    (**(code **)(*(int *)this + 0x68))(this,param_3,param_4);
  }
  *(undefined4 *)(param_1 + 0x40) = uVar7;
  return;
}

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)