Charger::IsChargeBlocked
0x00a7b940 · 392 bytes · __thiscall
_ZN7Charger15IsChargeBlockedERK6VectorS2_
Decompiled
undefined (3 params)
/* Charger::IsChargeBlocked(Vector const&, Vector const&) */
undefined4 __thiscall Charger::IsChargeBlocked(Charger *this,Vector *param_1,Vector *param_2)
{
uint uVar1;
int iVar2;
undefined4 uVar3;
undefined *puVar4;
int iVar5;
Vector local_90 [12];
Vector local_84 [12];
undefined4 local_78;
undefined4 local_74;
undefined4 local_70;
float local_6c;
float local_68;
float local_64;
float local_5c;
float local_58;
float local_54;
undefined4 local_4c;
undefined4 local_48;
undefined4 local_44;
undefined4 local_3c;
undefined4 local_38;
undefined4 local_34;
undefined4 local_2c;
undefined1 local_28;
undefined1 local_27;
local_2c = 0;
local_28 = 1;
local_6c = *(float *)param_1;
local_68 = *(float *)(param_1 + 4);
local_5c = *(float *)param_2 - local_6c;
local_64 = *(float *)(param_1 + 8);
local_58 = *(float *)(param_2 + 4) - local_68;
local_54 = *(float *)(param_2 + 8) - local_64;
local_34 = 0;
local_38 = 0;
local_3c = 0;
local_27 = local_5c * local_5c + local_58 * local_58 + local_54 * local_54 != 0.0;
local_44 = 0;
local_48 = 0;
local_4c = 0;
iVar5 = 0;
if (0 < *(int *)(this + 0x4334)) {
do {
uVar1 = *(uint *)(*(int *)(this + 0x4328) + iVar5 * 4);
if ((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (iVar2 = *(int *)(puVar4 + 4), iVar2 != 0)) {
CCollisionProperty::CollisionAABBToWorldAABB
((CCollisionProperty *)(iVar2 + 0x194),(Vector *)(iVar2 + 0x19c),
(Vector *)(iVar2 + 0x1a8),local_90,local_84);
local_78 = 0;
local_74 = 0;
local_70 = 0;
uVar3 = IsRayIntersectingOBB
((Ray_t *)&local_6c,(Vector *)&vec3_origin,(QAngle *)&local_78,local_90,
local_84);
if ((char)uVar3 != '\0') {
return uVar3;
}
}
iVar5 = iVar5 + 1;
} while (iVar5 < *(int *)(this + 0x4334));
}
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.