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;
}
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paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
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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
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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.