IntersectRayWithPlane
0x0058a7b0 · 116 bytes · __cdecl
_Z21IntersectRayWithPlaneRK6VectorS1_S1_f
Decompiled
undefined (4 params)
/* IntersectRayWithPlane(Vector const&, Vector const&, Vector const&, float) */
longdouble IntersectRayWithPlane(Vector *param_1,Vector *param_2,Vector *param_3,float param_4)
{
float fVar1;
float fVar2;
fVar2 = *(float *)(param_2 + 4) * *(float *)(param_3 + 4) + *(float *)param_2 * *(float *)param_3
+ *(float *)(param_2 + 8) * *(float *)(param_3 + 8);
fVar1 = 0.0;
if (fVar2 != 0.0) {
fVar1 = (((param_4 - *(float *)(param_3 + 8) * *(float *)(param_1 + 8)) -
*(float *)(param_3 + 4) * *(float *)(param_1 + 4)) -
*(float *)param_3 * *(float *)param_1) / 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.