CEngineTrace::TraceRay_Physics2
0x0015b0e0 · 1256 bytes · __thiscall
_ZN12CEngineTrace17TraceRay_Physics2ERK5Ray_tjP12ITraceFilterP10CGameTrace
Decompiled
undefined (5 params)
/* CEngineTrace::TraceRay_Physics2(Ray_t const&, unsigned int, ITraceFilter*, CGameTrace*) */
void __thiscall
CEngineTrace::TraceRay_Physics2
(CEngineTrace *this,Ray_t *param_1,uint param_2,ITraceFilter *param_3,CGameTrace *param_4)
{
float fVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
code *pcVar6;
char cVar7;
ITraceFilter *pIVar8;
int iVar9;
undefined4 uVar10;
int *piVar11;
Ray_t *pRVar12;
undefined4 *puVar13;
int iVar14;
int in_GS_OFFSET;
byte bVar15;
float fVar16;
float local_1204;
undefined **local_11e8;
undefined4 local_11e4;
undefined1 local_11e0 [4];
undefined4 local_11dc [4];
float local_11cc;
float local_11c8;
float local_11c4;
CGameTrace local_1184 [84];
undefined **local_1130;
undefined *local_112c;
undefined4 local_1128;
int local_1124;
undefined4 auStack_1120 [1024];
undefined1 local_120 [256];
int local_20;
bVar15 = 0;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if ((TraceRay_Physics2(Ray_t_const&,unsigned_int,ITraceFilter*,CGameTrace*)::_counter == '\0') &&
(iVar9 = __cxa_guard_acquire(&TraceRay_Physics2(Ray_t_const&,unsigned_int,ITraceFilter*,CGameTrace*)
::_counter), iVar9 != 0)) {
/* try { // try from 0015b58b to 0015b58f has its CatchHandler @ 0015b5e4 */
TraceRay_Physics2(Ray_t_const&,unsigned_int,ITraceFilter*,CGameTrace*)::_counter =
(int *)CVProfile::FindOrCreateCounter(&g_VProfCurrentProfile,"TraceRay",0);
__cxa_guard_release(&TraceRay_Physics2(Ray_t_const&,unsigned_int,ITraceFilter*,CGameTrace*)::
_counter);
__cxa_atexit(CVProfCounter::~CVProfCounter,
&TraceRay_Physics2(Ray_t_const&,unsigned_int,ITraceFilter*,CGameTrace*)::_counter,
&__dso_handle);
}
*TraceRay_Physics2(Ray_t_const&,unsigned_int,ITraceFilter*,CGameTrace*)::_counter =
*TraceRay_Physics2(Ray_t_const&,unsigned_int,ITraceFilter*,CGameTrace*)::_counter + 1;
local_11e8 = &PTR_ShouldHitEntity_002aef28;
*(int *)(this + 0xc) = *(int *)(this + 0xc) + 1;
pIVar8 = (ITraceFilter *)&local_11e8;
if (param_3 != (ITraceFilter *)0x0) {
pIVar8 = param_3;
}
CM_ClearTrace(param_4);
iVar9 = (*(code *)(*(undefined ***)pIVar8)[1])(pIVar8);
if (iVar9 == 2) {
fVar5 = *(float *)(param_1 + 0x20);
fVar16 = *(float *)param_1;
*(float *)param_4 = fVar5 + fVar16;
fVar1 = *(float *)(param_1 + 0x24);
fVar2 = *(float *)(param_1 + 4);
*(float *)(param_4 + 4) = fVar1 + fVar2;
fVar3 = *(float *)(param_1 + 0x28);
fVar4 = *(float *)(param_1 + 8);
*(float *)(param_4 + 8) = fVar3 + fVar4;
*(float *)(param_4 + 0xc) = fVar5 + fVar16 + *(float *)(param_1 + 0x10);
*(float *)(param_4 + 0x10) = fVar1 + fVar2 + *(float *)(param_1 + 0x14);
*(float *)(param_4 + 0x14) = fVar3 + fVar4 + *(float *)(param_1 + 0x18);
}
else {
(**(code **)(**(int **)(this + 0x18) + 0x74))
(*(int **)(this + 0x18),param_1,param_2,pIVar8,param_4);
uVar10 = (**(code **)(*(int *)this + 100))(this);
(**(code **)(*(int *)this + 0x68))(this,uVar10,param_4);
if ((param_4[0x37] != (CGameTrace)0x0) ||
(iVar9 = (*(code *)(*(undefined ***)pIVar8)[1])(pIVar8), iVar9 == 1)) goto LAB_0015b1b2;
}
fVar5 = *(float *)(param_4 + 0x2c);
pRVar12 = param_1;
puVar13 = local_11dc;
for (iVar9 = 0x14; iVar9 != 0; iVar9 = iVar9 + -1) {
*puVar13 = *(undefined4 *)pRVar12;
pRVar12 = pRVar12 + (uint)bVar15 * -8 + 4;
puVar13 = puVar13 + (uint)bVar15 * -2 + 1;
}
if (fVar5 == 0.0) {
local_1204 = *(float *)(param_4 + 0x38);
local_11cc = 0.0;
local_11c8 = 0.0;
local_11c4 = 0.0;
*(undefined4 *)(param_4 + 0x38) = 0x3f800000;
*(undefined4 *)(param_4 + 0x2c) = 0x3f800000;
}
else {
local_11c4 = local_11c4 * fVar5;
local_11c8 = local_11c8 * fVar5;
local_11cc = local_11cc * fVar5;
*(undefined4 *)(param_4 + 0x2c) = 0x3f800000;
*(float *)(param_4 + 0x38) = *(float *)(param_4 + 0x38) / fVar5;
local_1204 = fVar5;
}
local_1128 = (**(code **)(*(int *)this + 0x6c))(this);
local_1130 = &PTR_EnumElement_002af038;
local_112c = &DAT_002af048;
local_1124 = 0;
piVar11 = (int *)SpatialPartition();
pcVar6 = *(code **)(*piVar11 + 0x40);
uVar10 = (**(code **)(*(int *)this + 0x6c))(this);
(*pcVar6)(piVar11,uVar10,local_11dc,0,&local_1130);
iVar9 = local_1124;
iVar14 = 0;
if (0 < local_1124) {
do {
uVar10 = auStack_1120[iVar14];
(**(code **)(*(int *)this + 0x60))(this,uVar10,&local_11e4,local_11e0);
piVar11 = (int *)StaticPropMgr();
cVar7 = (**(code **)(*piVar11 + 0x28))(piVar11,uVar10);
if ((cVar7 == '\0') &&
(cVar7 = (*(code *)**(undefined ***)pIVar8)(pIVar8,uVar10,param_2), cVar7 != '\0')) {
(**(code **)(*(int *)this + 0x10))(this,local_11dc,param_2,local_11e4,local_1184);
ClipTraceToTrace(this,local_1184,param_4);
if (param_4[0x36] != (CGameTrace)0x0) break;
}
iVar14 = iVar14 + 1;
} while (iVar14 != iVar9);
}
if ((*(int *)(phys2_debug_traceray._28_4_ + 0x30) == 0) || (*(int *)(this + 4) == 0)) {
fVar16 = *(float *)(param_4 + 0x2c);
}
else {
fVar16 = *(float *)(param_4 + 0x2c);
if ((fVar16 < 1.0) || (fVar5 < 1.0)) {
(**(code **)(*(int *)this + 0x58))(this,local_120,*(undefined4 *)(param_4 + 0x4c));
DevMsg("<TraceRay> 0x%p from %s hit %s at %.3f * %.3f\n",*(undefined4 *)(this + 4),
*(undefined4 *)(this + 8),local_120,(double)*(float *)(param_4 + 0x2c),(double)fVar5);
fVar16 = *(float *)(param_4 + 0x2c);
}
}
*(float *)(param_4 + 0x2c) = fVar16 * fVar5;
*(float *)(param_4 + 0x38) = local_1204 * *(float *)(param_4 + 0x38);
if (param_1[0x44] == (Ray_t)0x0) {
*(float *)param_4 = *(float *)(param_1 + 0x20) + *(float *)param_1;
*(float *)(param_4 + 4) = *(float *)(param_1 + 0x24) + *(float *)(param_1 + 4);
fVar5 = *(float *)(param_1 + 0x28);
fVar16 = *(float *)(param_1 + 8);
*(undefined4 *)(param_4 + 0x38) = 0;
*(float *)(param_4 + 8) = fVar5 + fVar16;
}
LAB_0015b1b2:
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.