CPhysicsCannister::TestCollision
0x00789080 · 135 bytes · __thiscall
_ZN17CPhysicsCannister13TestCollisionERK5Ray_tjR10CGameTrace
Decompiled
undefined (4 params)
/* CPhysicsCannister::TestCollision(Ray_t const&, unsigned int, CGameTrace&) */
void __thiscall
CPhysicsCannister::TestCollision
(CPhysicsCannister *this,Ray_t *param_1,uint param_2,CGameTrace *param_3)
{
char cVar1;
Vector local_34 [12];
Vector local_28 [24];
CCollisionProperty::CollisionAABBToWorldAABB
((CCollisionProperty *)(this + 0x194),(Vector *)(this + 0x19c),(Vector *)(this + 0x1a8),
local_34,local_28);
cVar1 = IsBoxIntersectingRay
((Vector *)param_1,(Vector *)(param_1 + 0x10),local_34,local_28,(float)param_1);
if (cVar1 != '\0') {
CBaseAnimating::TestCollision((CBaseAnimating *)this,param_1,param_2,param_3);
}
return;
}
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.