L L4D2node

ClipLineSegmentToPlane

0x002798a0 · 540 bytes · __cdecl

_Z22ClipLineSegmentToPlaneRK6VectorS1_PS_S2_f

Decompiled

undefined (5 params)

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

void ClipLineSegmentToPlane
               (Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4,float param_5)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  
  fVar1 = *(float *)param_3;
  fVar2 = *(float *)(param_3 + 4);
  fVar3 = *(float *)(param_3 + 8);
  fVar4 = *(float *)param_4;
  fVar7 = (fVar1 - *(float *)param_2) * *(float *)param_1 + param_5 +
          (fVar2 - *(float *)(param_2 + 4)) * *(float *)(param_1 + 4) +
          (fVar3 - *(float *)(param_2 + 8)) * *(float *)(param_1 + 8);
  fVar5 = *(float *)(param_4 + 4);
  fVar6 = *(float *)(param_4 + 8);
  fVar8 = *(float *)param_1 * (fVar4 - *(float *)param_2) + param_5 +
          *(float *)(param_1 + 4) * (fVar5 - *(float *)(param_2 + 4)) +
          *(float *)(param_1 + 8) * (fVar6 - *(float *)(param_2 + 8));
  if (0.0 <= fVar8) {
    if (fVar7 < 0.0) {
      fVar7 = 1.0 / (fVar8 - fVar7);
      *(float *)param_3 = (fVar1 - fVar4) * fVar8 * fVar7 + fVar4;
      *(float *)(param_3 + 4) = (fVar2 - fVar5) * fVar8 * fVar7 + fVar5;
      *(float *)(param_3 + 8) = (fVar3 - fVar6) * fVar8 * fVar7 + fVar6;
      return;
    }
  }
  else if (fVar7 < 0.0) {
    *(undefined4 *)param_3 = vec3_invalid;
    *(undefined4 *)(param_3 + 4) = DAT_004024a4;
    *(undefined4 *)(param_3 + 8) = DAT_004024a8;
    *(undefined4 *)param_4 = vec3_invalid;
    *(undefined4 *)(param_4 + 4) = DAT_004024a4;
    *(undefined4 *)(param_4 + 8) = DAT_004024a8;
  }
  else {
    fVar8 = 1.0 / (fVar7 - fVar8);
    *(float *)param_4 = (fVar4 - fVar1) * fVar7 * fVar8 + fVar1;
    *(float *)(param_4 + 8) = (fVar6 - fVar3) * fVar7 * fVar8 + fVar3;
    *(float *)(param_4 + 4) = (fVar5 - fVar2) * fVar7 * fVar8 + fVar2;
  }
  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)