ClipRayToHitbox
0x00b8f9d0 · 1056 bytes · __regparm3
_ZL15ClipRayToHitboxRK5Ray_tP13mstudiobbox_tR11matrix3x4_tR10CGameTrace.isra.2
Decompiled
undefined (4 params)
/* ClipRayToHitbox(Ray_t const&, mstudiobbox_t*, matrix3x4_t&, CGameTrace&) [clone .isra.2] */
uint __regparm3
ClipRayToHitbox(Ray_t *param_1,mstudiobbox_t *param_2,matrix3x4_t *param_3,CGameTrace *param_4)
{
float fVar1;
float fVar2;
char cVar3;
uint uVar4;
int iVar5;
float fVar6;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
float fVar11;
float fVar12;
float fVar13;
float fVar14;
undefined1 *in_stack_00000008;
float local_ac [4];
float local_9c;
float local_98;
float local_94 [6];
Vector local_7c [12];
CBaseTrace local_70 [24];
float afStack_58 [4];
byte local_48;
float local_44;
undefined1 local_39;
iVar5 = 0;
fVar6 = *(float *)param_4 * 0.5;
fVar11 = *(float *)(param_1 + 0x10) * fVar6;
fVar9 = *(float *)(param_1 + 0x14) * fVar6;
fVar6 = fVar6 * *(float *)(param_1 + 0x18);
local_ac[0] = (*(float *)(param_2 + 0x14) + *(float *)(param_2 + 8)) * 0.5;
local_ac[1] = (*(float *)(param_2 + 0x18) + *(float *)(param_2 + 0xc)) * 0.5;
local_ac[2] = (*(float *)(param_2 + 0x1c) + *(float *)(param_2 + 0x10)) * 0.5;
VectorTransform(local_ac,param_3,local_ac + 3);
local_94[0] = 0.0;
local_94[1] = 0.0;
local_94[2] = 0.0;
local_ac[0] = *(float *)(param_2 + 0x14) - local_ac[0];
local_ac[1] = *(float *)(param_2 + 0x18) - local_ac[1];
local_ac[2] = *(float *)(param_2 + 0x1c) - local_ac[2];
fVar10 = (*(float *)param_1 - local_ac[3]) + fVar11;
fVar12 = (*(float *)(param_1 + 4) - local_9c) + fVar9;
fVar8 = (*(float *)(param_1 + 8) - local_98) + fVar6;
fVar13 = local_ac[0];
while( true ) {
fVar14 = *(float *)(param_3 + iVar5 * 4);
fVar1 = *(float *)(param_3 + iVar5 * 4 + 0x10);
fVar2 = *(float *)(param_3 + iVar5 * 4 + 0x20);
fVar7 = fVar9 * fVar1 + fVar11 * fVar14 + fVar6 * fVar2;
local_94[iVar5] = fVar7;
fVar7 = ABS(fVar7);
local_94[iVar5 + 3] = fVar7;
if (fVar7 + fVar13 < ABS(fVar1 * fVar12 + fVar14 * fVar10 + fVar2 * fVar8)) {
return 0xffffffff;
}
iVar5 = iVar5 + 1;
if (iVar5 == 3) break;
fVar13 = local_ac[iVar5];
}
fVar14 = fVar9 * fVar8 - fVar6 * fVar12;
fVar13 = fVar6 * fVar10 - fVar8 * fVar11;
fVar6 = fVar11 * fVar12 - fVar9 * fVar10;
if (local_ac[2] * local_94[4] + local_ac[1] * local_94[5] <
ABS(*(float *)(param_3 + 0x10) * fVar13 + *(float *)param_3 * fVar14 +
*(float *)(param_3 + 0x20) * fVar6)) {
return 0xffffffff;
}
if (local_ac[2] * local_94[3] + local_94[5] * local_ac[0] <
ABS(*(float *)(param_3 + 0x14) * fVar13 + *(float *)(param_3 + 4) * fVar14 +
*(float *)(param_3 + 0x24) * fVar6)) {
return 0xffffffff;
}
if (local_94[3] * local_ac[1] + local_ac[0] * local_94[4] <
ABS(*(float *)(param_3 + 0x18) * fVar13 + fVar14 * *(float *)(param_3 + 8) +
fVar6 * *(float *)(param_3 + 0x28))) {
return 0xffffffff;
}
VectorITransform((float *)param_1,param_3,(float *)local_7c);
local_94[0] = local_94[0] + local_94[0];
local_94[1] = local_94[1] + local_94[1];
local_94[2] = local_94[2] + local_94[2];
cVar3 = IntersectRayWithBox(local_7c,(Vector *)local_94,(Vector *)(param_2 + 8),
(Vector *)(param_2 + 0x14),0.0,local_70,(float *)0x0);
if (cVar3 == '\0') {
return 0xffffffff;
}
*(float *)param_4 = *(float *)param_4 * local_44;
*in_stack_00000008 = local_39;
uVar4 = (uint)local_48;
if (0.0 < afStack_58[uVar4] || afStack_58[uVar4] == 0.0) {
uVar4 = uVar4 + 3;
}
return uVar4;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.