L L4D2node

UTIL_IsSpaceEmpty

0x00581360 · 549 bytes · __cdecl

_Z17UTIL_IsSpaceEmptyP11CBaseEntityRK6VectorS3_

Decompiled

undefined (3 params)

/* UTIL_IsSpaceEmpty(CBaseEntity*, Vector const&, Vector const&) */

byte UTIL_IsSpaceEmpty(CBaseEntity *param_1,Vector *param_2,Vector *param_3)

{
  float fVar1;
  float fVar2;
  float fVar3;
  byte bVar4;
  undefined4 uVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  undefined **local_cc;
  CBaseEntity *local_c8;
  undefined4 local_c4;
  undefined4 local_c0;
  float local_bc;
  float local_b8;
  float local_b4;
  undefined4 local_ac;
  undefined4 local_a8;
  undefined4 local_a4;
  undefined4 local_9c;
  undefined4 local_98;
  undefined4 local_94;
  float local_8c;
  float local_88;
  float local_84;
  undefined4 local_7c;
  undefined1 local_78;
  undefined1 local_77;
  Vector local_60 [12];
  Vector local_54 [32];
  float local_34;
  char local_2a;
  byte local_29;
  
  fVar1 = *(float *)param_2;
  fVar2 = *(float *)(param_2 + 4);
  fVar3 = *(float *)(param_2 + 8);
  uVar5 = 0x200400b;
  fVar8 = (*(float *)param_3 - fVar1) * 0.5;
  fVar6 = (*(float *)(param_3 + 4) - fVar2) * 0.5;
  fVar7 = (*(float *)(param_3 + 8) - fVar3) * 0.5;
  if (param_1 != (CBaseEntity *)0x0) {
    uVar5 = (**(code **)(*(int *)param_1 + 0x2c8))(param_1);
  }
  local_c8 = param_1;
  local_ac = 0;
  local_77 = 0;
  local_a8 = 0;
  local_a4 = 0;
  local_7c = 0;
  local_78 = fVar6 * fVar6 + fVar8 * fVar8 + fVar7 * fVar7 < 1e-06;
  local_9c = 0;
  local_98 = 0;
  local_94 = 0;
  local_cc = &PTR_ShouldHitEntity_00c54528;
  local_c4 = 0;
  local_c0 = 0;
  local_bc = fVar1 + fVar8;
  local_b8 = fVar2 + fVar6;
  local_b4 = fVar3 + fVar7;
  local_8c = fVar8;
  local_88 = fVar6;
  local_84 = fVar7;
  (**(code **)(*enginetrace + 0x14))(enginetrace,&local_bc,uVar5,&local_cc,local_60);
  if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
    DebugDrawLine(local_60,local_54,0xff,0xff,0,true,-1.0);
  }
  bVar4 = 0;
  if ((local_34 == 1.0) && (local_2a == '\0')) {
    bVar4 = local_29 ^ 1;
  }
  return bVar4;
}

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)