L L4D2node

CalcLineToLineIntersectionSegment

0x002790c0 · 727 bytes · __cdecl

_Z33CalcLineToLineIntersectionSegmentRK6VectorS1_S1_S1_PS_S2_PfS3_

Decompiled

undefined (8 params)

/* CalcLineToLineIntersectionSegment(Vector const&, Vector const&, Vector const&, Vector const&,
   Vector*, Vector*, float*, float*) */

bool CalcLineToLineIntersectionSegment
               (Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4,Vector *param_5,
               Vector *param_6,float *param_7,float *param_8)

{
  bool bVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  float fVar12;
  float fVar13;
  float fVar14;
  
  fVar14 = *(float *)param_4 - *(float *)param_3;
  fVar6 = *(float *)(param_4 + 8) - *(float *)(param_3 + 8);
  fVar13 = *(float *)(param_4 + 4) - *(float *)(param_3 + 4);
  if (((1e-06 <= ABS(fVar14)) || (1e-06 <= ABS(fVar13))) || (bVar1 = false, 1e-06 <= ABS(fVar6))) {
    fVar7 = *(float *)(param_2 + 4) - *(float *)(param_1 + 4);
    fVar4 = *(float *)param_2 - *(float *)param_1;
    fVar5 = *(float *)(param_2 + 8) - *(float *)(param_1 + 8);
    if (((1e-06 <= ABS(fVar4)) || (1e-06 <= ABS(fVar7))) || (bVar1 = false, 1e-06 <= ABS(fVar5))) {
      bVar1 = false;
      fVar8 = fVar7 * fVar13 + fVar4 * fVar14 + fVar6 * fVar5;
      fVar2 = fVar14 * fVar14 + fVar6 * fVar6 + fVar13 * fVar13;
      fVar3 = (fVar7 * fVar7 + fVar5 * fVar5 + fVar4 * fVar4) * fVar2 - fVar8 * fVar8;
      if (1e-06 <= ABS(fVar3)) {
        fVar9 = *(float *)param_1 - *(float *)param_3;
        fVar11 = *(float *)(param_1 + 8) - *(float *)(param_3 + 8);
        fVar10 = *(float *)(param_1 + 4) - *(float *)(param_3 + 4);
        fVar12 = fVar6 * fVar11 + fVar9 * fVar14 + fVar13 * fVar10;
        fVar3 = (fVar12 * fVar8 - (fVar10 * fVar7 + fVar9 * fVar4 + fVar11 * fVar5) * fVar2) / fVar3
        ;
        *param_7 = fVar3;
        *param_8 = (fVar3 * fVar8 + fVar12) / fVar2;
        bVar1 = param_6 != (Vector *)0x0 && param_5 != (Vector *)0x0;
        if (param_6 == (Vector *)0x0 || param_5 == (Vector *)0x0) {
          return true;
        }
        *(float *)param_5 = fVar4 * *param_7 + *(float *)param_1;
        *(float *)(param_5 + 4) = fVar7 * *param_7 + *(float *)(param_1 + 4);
        *(float *)(param_5 + 8) = fVar5 * *param_7 + *(float *)(param_1 + 8);
        *(float *)param_6 = *(float *)param_3 + fVar14 * *param_8;
        *(float *)(param_6 + 4) = *(float *)(param_3 + 4) + fVar13 * *param_8;
        *(float *)(param_6 + 8) = fVar6 * *param_8 + *(float *)(param_3 + 8);
      }
    }
  }
  return bVar1;
}

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)