UTIL_IsSpaceEmpty
0x00581590 · 400 bytes · __cdecl
_Z17UTIL_IsSpaceEmptyP11CBaseEntityRK6VectorS3_jP12ITraceFilter
Decompiled
undefined (5 params)
/* UTIL_IsSpaceEmpty(CBaseEntity*, Vector const&, Vector const&, unsigned int, ITraceFilter*) */
byte UTIL_IsSpaceEmpty(CBaseEntity *param_1,Vector *param_2,Vector *param_3,uint param_4,
ITraceFilter *param_5)
{
byte bVar1;
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;
local_7c = 0;
local_77 = 0;
local_ac = 0;
local_a8 = 0;
local_a4 = 0;
local_9c = 0;
local_98 = 0;
local_94 = 0;
local_8c = (*(float *)param_3 - *(float *)param_2) * 0.5;
local_88 = (*(float *)(param_3 + 4) - *(float *)(param_2 + 4)) * 0.5;
local_84 = (*(float *)(param_3 + 8) - *(float *)(param_2 + 8)) * 0.5;
local_bc = local_8c + *(float *)param_2;
local_b8 = local_88 + *(float *)(param_2 + 4);
local_b4 = local_84 + *(float *)(param_2 + 8);
local_78 = local_88 * local_88 + local_8c * local_8c + local_84 * local_84 < 1e-06;
(**(code **)(*enginetrace + 0x14))(enginetrace,&local_bc,param_4,param_5,local_60);
if (*(int *)(r_visualizetraces._28_4_ + 0x30) != 0) {
DebugDrawLine(local_60,local_54,0xff,0xff,0,true,-1.0);
}
bVar1 = 0;
if ((local_34 == 1.0) && (local_2a == '\0')) {
bVar1 = local_29 ^ 1;
}
return bVar1;
}
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.