CEngineBSPTree::EnumerateLeavesAlongRay
0x001676a0 · 199 bytes · __thiscall
_ZN14CEngineBSPTree23EnumerateLeavesAlongRayERK5Ray_tP22ISpatialLeafEnumeratori
Decompiled
undefined (4 params)
/* CEngineBSPTree::EnumerateLeavesAlongRay(Ray_t const&, ISpatialLeafEnumerator*, int) */
void __thiscall
CEngineBSPTree::EnumerateLeavesAlongRay
(CEngineBSPTree *this,Ray_t *param_1,ISpatialLeafEnumerator *param_2,int param_3)
{
ISpatialLeafEnumerator *in_stack_ffffffb8;
int in_stack_ffffffbc;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
if (param_1[0x45] == (Ray_t)0x0) {
local_18 = *(float *)(param_1 + 0x30) + *(float *)param_1;
local_24 = *(float *)param_1 - *(float *)(param_1 + 0x30);
local_14 = *(float *)(param_1 + 0x34) + *(float *)(param_1 + 4);
local_20 = *(float *)(param_1 + 4) - *(float *)(param_1 + 0x34);
local_10 = *(float *)(param_1 + 0x38) + *(float *)(param_1 + 8);
local_1c = *(float *)(param_1 + 8) - *(float *)(param_1 + 0x38);
(**(code **)(*(int *)this + 8))(this,&local_24,&local_18,param_2,param_3);
return;
}
if (param_1[0x44] == (Ray_t)0x0) {
EnumerateLeavesAlongExtrudedRay_R
(*(mnode_t **)(DAT_003a172c + 0x50),param_1,(float)param_2,(float)param_3,
in_stack_ffffffb8,in_stack_ffffffbc);
return;
}
EnumerateLeavesAlongRay_R
(*(mnode_t **)(DAT_003a172c + 0x50),param_1,(float)param_2,(float)param_3,
in_stack_ffffffb8,in_stack_ffffffbc);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.