L L4D2node

FindMaxContact

0x0077a040 · 267 bytes · __cdecl

_Z14FindMaxContactP14IPhysicsObjectfPS0_P6VectorS3_

Decompiled

undefined (5 params)

/* FindMaxContact(IPhysicsObject*, float, IPhysicsObject**, Vector*, Vector*) */

undefined4
FindMaxContact(IPhysicsObject *param_1,float param_2,IPhysicsObject **param_3,Vector *param_4,
              Vector *param_5)

{
  float fVar1;
  char cVar2;
  int *piVar3;
  IPhysicsObject *pIVar4;
  longdouble lVar5;
  longdouble lVar6;
  
  lVar5 = (longdouble)(**(code **)(*(int *)param_1 + 0x78))(param_1);
  *param_3 = (IPhysicsObject *)0x0;
  piVar3 = (int *)(**(code **)(*(int *)param_1 + 0x144))(param_1);
  while( true ) {
    cVar2 = (**(code **)(*piVar3 + 8))(piVar3);
    if (cVar2 == '\0') break;
    pIVar4 = (IPhysicsObject *)(**(code **)(*piVar3 + 0xc))(piVar3,1);
    cVar2 = (**(code **)(*(int *)pIVar4 + 0x2c))(pIVar4);
    if (cVar2 != '\0') {
      lVar6 = (longdouble)(**(code **)(*(int *)pIVar4 + 0x78))(pIVar4);
      if ((float)lVar5 < (float)lVar6) {
        lVar6 = (longdouble)(**(code **)(*piVar3 + 0x1c))(piVar3);
        fVar1 = (float)lVar6;
        if (param_2 < fVar1) {
          *param_3 = pIVar4;
          (**(code **)(*piVar3 + 0x14))(piVar3,param_4);
          (**(code **)(*piVar3 + 0x18))(piVar3,param_5);
          *(float *)param_5 = *(float *)param_5 * fVar1;
          *(float *)(param_5 + 4) = *(float *)(param_5 + 4) * fVar1;
          *(float *)(param_5 + 8) = fVar1 * *(float *)(param_5 + 8);
        }
      }
    }
    (**(code **)(*piVar3 + 0x34))(piVar3);
  }
  (**(code **)(*(int *)param_1 + 0x148))(param_1,piVar3);
  return CONCAT31((int3)((uint)*param_3 >> 8),*param_3 != (IPhysicsObject *)0x0);
}

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)