L L4D2node

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 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)