IntersectRayWithOBB
0x000c6a20 · 108 bytes · __cdecl
_Z19IntersectRayWithOBBRK6VectorS1_RK11matrix3x4_tS1_S1_fP14BoxTraceInfo_t
Decompiled
undefined (7 params)
/* IntersectRayWithOBB(Vector const&, Vector const&, matrix3x4_t const&, Vector const&, Vector
const&, float, BoxTraceInfo_t*) */
void IntersectRayWithOBB(Vector *param_1,Vector *param_2,matrix3x4_t *param_3,Vector *param_4,
Vector *param_5,float param_6,BoxTraceInfo_t *param_7)
{
Vector local_34 [12];
Vector local_28 [24];
VectorITransform((float *)param_1,param_3,(float *)local_34);
VectorIRotate((float *)param_2,param_3,(float *)local_28);
IntersectRayWithBox(local_34,local_28,param_4,param_5,param_6,param_7);
return;
}
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.