IntersectRayWithPlane
0x0058a6b0 · 114 bytes · __cdecl
_Z21IntersectRayWithPlaneRK5Ray_tRK8cplane_t
Decompiled
undefined (2 params)
/* IntersectRayWithPlane(Ray_t const&, cplane_t const&) */
longdouble IntersectRayWithPlane(Ray_t *param_1,cplane_t *param_2)
{
float fVar1;
float fVar2;
fVar2 = *(float *)(param_1 + 0x14) * *(float *)(param_2 + 4) +
*(float *)(param_1 + 0x10) * *(float *)param_2 +
*(float *)(param_1 + 0x18) * *(float *)(param_2 + 8);
fVar1 = 0.0;
if (fVar2 != 0.0) {
fVar1 = ((*(float *)(param_2 + 0xc) -
(*(float *)(param_2 + 8) * *(float *)(param_1 + 8) +
*(float *)param_2 * *(float *)param_1)) -
*(float *)(param_2 + 4) * *(float *)(param_1 + 4)) / fVar2;
}
return (longdouble)fVar1;
}
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.