L L4D2node

IsBoxIntersectingBox

0x000c5a60 · 96 bytes · __cdecl

_Z20IsBoxIntersectingBoxRK6VectorS1_S1_S1_

Decompiled

undefined (4 params)

/* IsBoxIntersectingBox(Vector const&, Vector const&, Vector const&, Vector const&) */

bool IsBoxIntersectingBox(Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4)

{
  if ((((*(float *)param_1 < *(float *)param_4 || *(float *)param_1 == *(float *)param_4) &&
       (*(float *)param_3 < *(float *)param_2 || *(float *)param_3 == *(float *)param_2)) &&
      (*(float *)(param_1 + 4) < *(float *)(param_4 + 4) ||
       *(float *)(param_1 + 4) == *(float *)(param_4 + 4))) &&
     ((*(float *)(param_3 + 4) < *(float *)(param_2 + 4) ||
       *(float *)(param_3 + 4) == *(float *)(param_2 + 4) &&
      (*(float *)(param_1 + 8) < *(float *)(param_4 + 8) ||
       *(float *)(param_1 + 8) == *(float *)(param_4 + 8))))) {
    return *(float *)(param_3 + 8) <= *(float *)(param_2 + 8);
  }
  return false;
}

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)