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 intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.