CInferno::IsTouching
0x008c75b0 · 435 bytes · __thiscall
_ZNK8CInferno10IsTouchingERK6VectorS2_PS0_
Decompiled
undefined (4 params)
/* CInferno::IsTouching(Vector const&, Vector const&, Vector*) const */
undefined4 __thiscall
CInferno::IsTouching(CInferno *this,Vector *param_1,Vector *param_2,Vector *param_3)
{
int iVar1;
int iVar2;
longdouble lVar3;
float fVar4;
float fVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
float local_28;
float local_24;
float local_20;
iVar2 = 0;
if (0 < *(int *)(this + 0xa40)) {
do {
fVar5 = *(float *)param_1;
fVar10 = *(float *)(param_1 + 4);
local_28 = *(float *)param_2 - fVar5;
iVar1 = *(int *)(this + iVar2 * 4 + 0xa48);
fVar9 = *(float *)(param_1 + 8);
fVar4 = *(float *)(iVar1 + 0xc);
local_24 = *(float *)(param_2 + 4) - fVar10;
fVar6 = *(float *)(iVar1 + 0x10);
fVar7 = *(float *)(iVar1 + 0x14);
local_20 = *(float *)(param_2 + 8) - fVar9;
lVar3 = (longdouble)VectorNormalize((Vector *)&local_28);
fVar5 = (fVar6 - fVar10) * local_24 + (fVar4 - fVar5) * local_28 + (fVar7 - fVar9) * local_20;
if (fVar5 < 0.0) {
fVar10 = *(float *)param_1;
fVar9 = *(float *)(param_1 + 4);
fVar5 = *(float *)(param_1 + 8);
}
else if (fVar5 <= (float)lVar3) {
fVar10 = local_28 * fVar5 + *(float *)param_1;
fVar9 = local_24 * fVar5 + *(float *)(param_1 + 4);
fVar5 = local_20 * fVar5 + *(float *)(param_1 + 8);
}
else {
fVar10 = *(float *)param_2;
fVar9 = *(float *)(param_2 + 4);
fVar5 = *(float *)(param_2 + 8);
}
iVar1 = *(int *)(this + iVar2 * 4 + 0xa48);
fVar6 = *(float *)(this + 0xb48) + *(float *)(this + 0xb48);
fVar4 = fVar9 - *(float *)(iVar1 + 0x10);
fVar8 = fVar5 - *(float *)(iVar1 + 0x14);
fVar7 = fVar10 - *(float *)(iVar1 + 0xc);
if (fVar4 * fVar4 + fVar8 * fVar8 + fVar7 * fVar7 < fVar6 * fVar6) {
if (param_3 != (Vector *)0x0) {
*(float *)param_3 = fVar10;
*(float *)(param_3 + 4) = fVar9;
*(float *)(param_3 + 8) = fVar5;
}
return 1;
}
iVar2 = iVar2 + 1;
} while (iVar2 < *(int *)(this + 0xa40));
}
return 0;
}
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.