L L4D2node

IsCrossingLineOfFire

0x0042e630 · 613 bytes · __cdecl

_Z20IsCrossingLineOfFireRK6VectorS1_P11CBaseEntityi

Decompiled

undefined (4 params)

/* IsCrossingLineOfFire(Vector const&, Vector const&, CBaseEntity*, int) */

undefined4 IsCrossingLineOfFire(Vector *param_1,Vector *param_2,CBaseEntity *param_3,int param_4)

{
  CBasePlayer *this;
  undefined4 uVar1;
  float *pfVar2;
  float *pfVar3;
  int iVar4;
  int iVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  float fVar11;
  float fVar12;
  float fVar13;
  float local_34;
  float local_30;
  float local_28;
  float local_24;
  float local_20;
  
  if (0 < *(int *)(gpGlobals + 0x14)) {
    iVar5 = 1;
    do {
      this = (CBasePlayer *)UTIL_PlayerByIndex(iVar5);
      if (((((this != (CBasePlayer *)0x0) && (*(int *)(this + 0x30) != 0)) &&
           (*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4 != 0)) &&
          ((this != (CBasePlayer *)param_3 &&
           (uVar1 = (**(code **)(*(int *)this + 300))(this), (char)uVar1 != '\0')))) &&
         ((param_4 == 0 ||
          (iVar4 = CBaseEntity::GetTeamNumber((CBaseEntity *)this), param_4 != iVar4)))) {
        pfVar2 = (float *)CBasePlayer::GetPunchAngle(this);
        pfVar3 = (float *)(**(code **)(*(int *)this + 0x238))(this);
        local_28 = *pfVar2 + *pfVar3;
        local_24 = pfVar2[1] + pfVar3[1];
        local_20 = pfVar2[2] + pfVar3[2];
        AngleVectors((QAngle *)&local_28,(Vector *)&local_34);
        pfVar2 = (float *)(**(code **)(*(int *)this + 0x288))(this);
        fVar12 = *pfVar2;
        fVar7 = pfVar2[1];
        fVar9 = local_34 * 5000.0 + fVar12;
        fVar8 = local_30 * 5000.0 + fVar7;
        fVar11 = *(float *)param_2 - *(float *)param_1;
        fVar10 = *(float *)(param_1 + 4);
        fVar6 = (fVar12 - fVar9) * (*(float *)(param_2 + 4) - fVar10) + (fVar8 - fVar7) * fVar11;
        if (fVar6 != 0.0) {
          fVar13 = *(float *)param_1 - fVar12;
          fVar12 = (fVar7 - fVar8) * fVar13 + (fVar9 - fVar12) * (fVar10 - fVar7);
          if (fVar12 == 0.0) {
            fVar12 = 0.0;
            fVar7 = *(float *)(param_2 + 8);
            fVar10 = *(float *)(param_1 + 8);
          }
          else {
            fVar12 = fVar12 / fVar6;
            if (((fVar12 < 0.0) || (1.0 < fVar12)) ||
               ((fVar6 = ((fVar10 - *(float *)(param_2 + 4)) * fVar13 + fVar11 * (fVar10 - fVar7)) /
                         fVar6, fVar6 < 0.0 || (1.0 < fVar6)))) goto LAB_0042e85e;
            fVar7 = *(float *)(param_2 + 8);
            fVar10 = *(float *)(param_1 + 8);
            fVar12 = (fVar7 - fVar10) * fVar12 + fVar10;
          }
          fVar6 = fVar7;
          if (fVar10 < fVar7) {
            fVar6 = fVar10;
            fVar10 = fVar7;
          }
          if ((fVar6 <= fVar12) && (fVar12 <= fVar10 + 71.0)) {
            return uVar1;
          }
        }
      }
LAB_0042e85e:
      iVar5 = iVar5 + 1;
    } while (iVar5 <= *(int *)(gpGlobals + 0x14));
  }
  return 0;
}

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)