IntersectRayWithRay
0x0058a450 · 587 bytes · __cdecl
_Z19IntersectRayWithRayRK5Ray_tS1_RfS2_
Decompiled
undefined (4 params)
/* IntersectRayWithRay(Ray_t const&, Ray_t const&, float&, float&) */
bool IntersectRayWithRay(Ray_t *param_1,Ray_t *param_2,float *param_3,float *param_4)
{
bool bVar1;
float fVar2;
float fVar3;
float fVar4;
float fVar5;
float fVar6;
float local_34;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
local_34 = *(float *)(param_1 + 0x10);
local_30 = *(float *)(param_1 + 0x14);
local_2c = *(float *)(param_1 + 0x18);
local_28 = *(float *)(param_2 + 0x10);
local_24 = *(float *)(param_2 + 0x14);
local_20 = *(float *)(param_2 + 0x18);
VectorNormalize((Vector *)&local_34);
VectorNormalize((Vector *)&local_28);
fVar3 = local_20 * local_30 - local_2c * local_24;
fVar4 = local_2c * local_28 - local_20 * local_34;
fVar5 = local_34 * local_24 - local_30 * local_28;
fVar2 = fVar4 * fVar4 + fVar3 * fVar3 + fVar5 * fVar5;
if (fVar2 == 0.0) {
*param_3 = 0.0;
*param_4 = 0.0;
bVar1 = false;
}
else {
fVar6 = -((*(float *)(param_2 + 4) - *(float *)(param_1 + 4)) * fVar5 -
(*(float *)(param_2 + 8) - *(float *)(param_1 + 8)) * fVar4);
fVar5 = -((*(float *)(param_2 + 8) - *(float *)(param_1 + 8)) * fVar3 -
fVar5 * (*(float *)param_2 - *(float *)param_1));
fVar3 = -(fVar4 * (*(float *)param_2 - *(float *)param_1) -
fVar3 * (*(float *)(param_2 + 4) - *(float *)(param_1 + 4)));
*param_3 = (fVar5 * local_24 + fVar6 * local_28 + local_20 * fVar3) / fVar2;
fVar2 = (fVar5 * local_30 + fVar6 * local_34 + fVar3 * local_2c) / fVar2;
*param_4 = fVar2;
fVar3 = *param_3;
if ((local_34 * fVar3 + *(float *)param_1 != local_28 * fVar2 + *(float *)param_2) ||
(local_30 * fVar3 + *(float *)(param_1 + 4) != local_24 * fVar2 + *(float *)(param_2 + 4))) {
return false;
}
bVar1 = fVar3 * local_2c + *(float *)(param_1 + 8) == fVar2 * local_20 + *(float *)(param_2 + 8)
;
}
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.