L L4D2node

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 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)