L L4D2node

IsBoxIntersectingRay

0x0058a110 · 366 bytes · __cdecl

_Z20IsBoxIntersectingRayRK6VectorS1_RK5Ray_tf

Decompiled

undefined (4 params)

/* IsBoxIntersectingRay(Vector const&, Vector const&, Ray_t const&, float) */

void IsBoxIntersectingRay(Vector *param_1,Vector *param_2,Ray_t *param_3,float param_4)

{
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  if (param_3[0x45] == (Ray_t)0x0) {
    local_24 = *(float *)param_3 - *(float *)(param_3 + 0x30);
    local_20 = *(float *)(param_3 + 4) - *(float *)(param_3 + 0x34);
    local_18 = *(float *)param_3 + *(float *)(param_3 + 0x30);
    local_10 = *(float *)(param_3 + 8) + *(float *)(param_3 + 0x38);
    local_1c = *(float *)(param_3 + 8) - *(float *)(param_3 + 0x38);
    local_14 = *(float *)(param_3 + 4) + *(float *)(param_3 + 0x34);
    if (param_4 != 0.0) {
      local_20 = local_20 - param_4;
      local_18 = local_18 + param_4;
      local_24 = local_24 - param_4;
      local_14 = local_14 + param_4;
      local_10 = local_10 + param_4;
      local_1c = local_1c - param_4;
    }
    IsBoxIntersectingBox(param_1,param_2,(Vector *)&local_24,(Vector *)&local_18);
    return;
  }
  local_24 = *(float *)param_1 - *(float *)(param_3 + 0x30);
  local_18 = *(float *)(param_3 + 0x30) + *(float *)param_2;
  local_20 = *(float *)(param_1 + 4) - *(float *)(param_3 + 0x34);
  local_14 = *(float *)(param_3 + 0x34) + *(float *)(param_2 + 4);
  local_1c = *(float *)(param_1 + 8) - *(float *)(param_3 + 0x38);
  local_10 = *(float *)(param_3 + 0x38) + *(float *)(param_2 + 8);
  IsBoxIntersectingRay
            ((Vector *)&local_24,(Vector *)(param_3 + 0x10),(Vector *)&local_24,(Vector *)&local_18,
             (float)param_3);
  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)