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 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.