QuadWithParallelEdges
0x0058c150 · 497 bytes · __cdecl
_Z21QuadWithParallelEdgesRK6VectorS1_fS1_fS1_R8Vector2D
Decompiled
undefined (7 params)
/* QuadWithParallelEdges(Vector const&, Vector const&, float, Vector const&, float, Vector const&,
Vector2D&) */
bool QuadWithParallelEdges
(Vector *param_1,Vector *param_2,float param_3,Vector *param_4,float param_5,
Vector *param_6,Vector2D *param_7)
{
float local_c4;
float local_c0;
undefined4 local_bc;
undefined4 local_b8;
undefined4 local_b4;
undefined4 local_ac;
undefined4 local_a8;
undefined4 local_a4;
undefined1 local_78;
undefined4 local_6c;
undefined4 local_68;
undefined4 local_64;
float local_5c;
float local_58;
float local_54;
undefined1 local_28;
local_78 = 1;
local_b4 = *(undefined4 *)(param_1 + 8);
local_bc = *(undefined4 *)param_1;
local_a4 = *(undefined4 *)(param_2 + 8);
local_b8 = *(undefined4 *)(param_1 + 4);
local_64 = *(undefined4 *)(param_6 + 8);
local_ac = *(undefined4 *)param_2;
local_a8 = *(undefined4 *)(param_2 + 4);
local_6c = *(undefined4 *)param_6;
local_68 = *(undefined4 *)(param_6 + 4);
local_5c = -(param_5 * 10.0);
local_58 = *(float *)(param_4 + 4) * local_5c;
local_54 = *(float *)(param_4 + 8) * local_5c;
local_5c = local_5c * *(float *)param_4;
local_28 = 1;
IntersectRayWithRay((Ray_t *)&local_bc,(Ray_t *)&local_6c,&local_c0,&local_c4);
*(float *)param_7 = local_c0 / param_3;
local_a4 = *(undefined4 *)(param_4 + 8);
local_a8 = *(undefined4 *)(param_4 + 4);
local_ac = *(undefined4 *)param_4;
local_5c = -(param_3 * 10.0);
local_58 = *(float *)(param_2 + 4) * local_5c;
local_54 = *(float *)(param_2 + 8) * local_5c;
local_5c = local_5c * *(float *)param_2;
IntersectRayWithRay((Ray_t *)&local_bc,(Ray_t *)&local_6c,&local_c0,&local_c4);
local_c0 = local_c0 / param_5;
*(float *)(param_7 + 4) = local_c0;
if (((0.0 <= *(float *)param_7) && (*(float *)param_7 <= 1.0)) && (0.0 <= local_c0)) {
return local_c0 <= 1.0;
}
return false;
}
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.