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 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.