L L4D2node

CSheetSimulator::DetectCollision

0x004b0430 · 366 bytes · __thiscall

_ZN15CSheetSimulator15DetectCollisionEif

Decompiled

undefined (3 params)

/* CSheetSimulator::DetectCollision(int, float) */

void __thiscall CSheetSimulator::DetectCollision(CSheetSimulator *this,int param_1,float param_2)

{
  float *pfVar1;
  undefined4 *puVar2;
  int iVar3;
  float *pfVar4;
  undefined1 local_70 [24];
  undefined4 local_58;
  undefined4 local_54;
  undefined4 local_50;
  undefined4 local_4c;
  undefined4 local_48;
  float local_44;
  char local_3a;
  char local_39;
  
  (**(code **)(this + 0x48))
            (this + 0x60,*(int *)(this + 0x18) + param_1 * 0xc,this + 0x78,this + 0x84,0x400b,
             *(undefined4 *)(this + 0x5c),local_70);
  iVar3 = *(int *)(this + 0x94);
  if (local_44 < 1.0) {
    *(undefined1 *)(iVar3 + param_1) = 1;
    puVar2 = (undefined4 *)(*(int *)(this + 0x90) + param_1 * 0x14);
    *puVar2 = local_58;
    puVar2[1] = local_54;
    puVar2[2] = local_50;
    puVar2[3] = local_4c;
    puVar2[4] = local_48;
    iVar3 = *(int *)(this + 0x90) + param_1 * 0x14;
    *(float *)(iVar3 + 0xc) = *(float *)(iVar3 + 0xc) + param_2;
  }
  else {
    if ((local_3a != '\0') || (local_39 != '\0')) {
      *(undefined1 *)(iVar3 + param_1) = 1;
      pfVar4 = (float *)(param_1 * 0xc + *(int *)(this + 0x18));
      iVar3 = param_1 * 0x14;
      pfVar1 = (float *)(*(int *)(this + 0x90) + iVar3);
      *pfVar1 = *(float *)(this + 0x60) - *pfVar4;
      pfVar1[1] = *(float *)(this + 100) - pfVar4[1];
      pfVar1[2] = *(float *)(this + 0x68) - pfVar4[2];
      VectorNormalize((Vector *)(*(int *)(this + 0x90) + iVar3));
      pfVar1 = (float *)(*(int *)(this + 0x90) + iVar3);
      pfVar1[3] = (pfVar1[1] * *(float *)(this + 100) + *pfVar1 * *(float *)(this + 0x60) +
                  pfVar1[2] * *(float *)(this + 0x68)) - param_2;
      *(undefined1 *)(*(int *)(this + 0x90) + 0x10 + iVar3) = 3;
      return;
    }
    *(undefined1 *)(iVar3 + param_1) = 0;
  }
  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)