EnumerateLeavesAlongRay_R
0x00166fa0 · 394 bytes · __regparm3
_ZL25EnumerateLeavesAlongRay_RP7mnode_tRK5Ray_tffP22ISpatialLeafEnumeratori
Decompiled
undefined (6 params)
/* EnumerateLeavesAlongRay_R(mnode_t*, Ray_t const&, float, float, ISpatialLeafEnumerator*, int) */
undefined4 __regparm3
EnumerateLeavesAlongRay_R
(mnode_t *param_1,Ray_t *param_2,float param_3,float param_4,
ISpatialLeafEnumerator *param_5,int param_6)
{
byte bVar1;
float *pfVar2;
char cVar3;
int iVar4;
uint uVar5;
uint uVar6;
undefined4 uVar7;
float in_XMM0_Da;
float in_XMM1_Da;
float fVar8;
float fVar9;
float fVar10;
ISpatialLeafEnumerator *in_stack_ffffffc8;
int in_stack_ffffffcc;
do {
iVar4 = *(int *)param_1;
if (iVar4 == 1) {
return 1;
}
while( true ) {
if (-1 < iVar4) {
uVar7 = (*(code *)**(undefined4 **)param_3)
(param_3,(int)param_1 - *(int *)(DAT_003a172c + 0x10) >> 6,param_4);
return uVar7;
}
pfVar2 = *(float **)(param_1 + 0x30);
bVar1 = *(byte *)(pfVar2 + 4);
if (bVar1 < 3) {
fVar9 = *(float *)(param_2 + (uint)bVar1 * 4);
fVar10 = *(float *)(param_2 + (uint)bVar1 * 4 + 0x10);
}
else {
fVar9 = *(float *)(param_2 + 4) * pfVar2[1] + *(float *)param_2 * *pfVar2 +
*(float *)(param_2 + 8) * pfVar2[2];
fVar10 = pfVar2[1] * *(float *)(param_2 + 0x14) + *pfVar2 * *(float *)(param_2 + 0x10) +
pfVar2[2] * *(float *)(param_2 + 0x18);
}
fVar8 = fVar10 * in_XMM0_Da + (fVar9 - pfVar2[3]);
fVar9 = fVar10 * in_XMM1_Da + (fVar9 - pfVar2[3]);
uVar5 = (uint)(fVar8 < 0.0);
uVar6 = (uint)(fVar9 < 0.0);
if (uVar6 != uVar5) break;
param_1 = *(mnode_t **)(param_1 + (uVar6 + 0xc) * 4 + 4);
iVar4 = *(int *)param_1;
if (iVar4 == 1) {
return 1;
}
}
fVar8 = fVar8 / (fVar8 - fVar9);
in_XMM0_Da = (1.0 - fVar8) * in_XMM0_Da + fVar8 * in_XMM1_Da;
cVar3 = EnumerateLeavesAlongRay_R
(*(mnode_t **)(param_1 + (uVar5 + 0xc) * 4 + 4),param_2,param_3,param_4,
in_stack_ffffffc8,in_stack_ffffffcc);
if (cVar3 == '\0') {
return 0;
}
param_1 = *(mnode_t **)(param_1 + ((uVar5 ^ 1) + 0xc) * 4 + 4);
} while( true );
}
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.