L L4D2node

CVoxelTree::ComputeSweptRayBounds

0x001dcb40 · 208 bytes · __thiscall

_ZN10CVoxelTree21ComputeSweptRayBoundsERK5Ray_tRK6VectorS5_PS3_S6_

Decompiled

undefined (6 params)

/* CVoxelTree::ComputeSweptRayBounds(Ray_t const&, Vector const&, Vector const&, Vector*, Vector*)
    */

void __thiscall
CVoxelTree::ComputeSweptRayBounds
          (CVoxelTree *this,Ray_t *param_1,Vector *param_2,Vector *param_3,Vector *param_4,
          Vector *param_5)

{
  float fVar1;
  
  if (*(float *)(param_1 + 0x10) < 0.0) {
    *(float *)param_4 = *(float *)(param_1 + 0x10) + *(float *)param_2;
    *(undefined4 *)param_5 = *(undefined4 *)param_3;
    fVar1 = *(float *)(param_1 + 0x14);
  }
  else {
    *(undefined4 *)param_4 = *(undefined4 *)param_2;
    *(float *)param_5 = *(float *)(param_1 + 0x10) + *(float *)param_3;
    fVar1 = *(float *)(param_1 + 0x14);
  }
  if (fVar1 < 0.0) {
    *(float *)(param_4 + 4) = fVar1 + *(float *)(param_2 + 4);
    *(undefined4 *)(param_5 + 4) = *(undefined4 *)(param_3 + 4);
    fVar1 = *(float *)(param_1 + 0x18);
  }
  else {
    *(undefined4 *)(param_4 + 4) = *(undefined4 *)(param_2 + 4);
    *(float *)(param_5 + 4) = *(float *)(param_1 + 0x14) + *(float *)(param_3 + 4);
    fVar1 = *(float *)(param_1 + 0x18);
  }
  if (0.0 <= fVar1) {
    *(undefined4 *)(param_4 + 8) = *(undefined4 *)(param_2 + 8);
    *(float *)(param_5 + 8) = *(float *)(param_1 + 0x18) + *(float *)(param_3 + 8);
    return;
  }
  *(float *)(param_4 + 8) = fVar1 + *(float *)(param_2 + 8);
  *(undefined4 *)(param_5 + 8) = *(undefined4 *)(param_3 + 8);
  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)