L L4D2node

IntersectRayWithOBB

0x000c6f20 · 287 bytes · __cdecl

_Z19IntersectRayWithOBBRK6VectorS1_S1_RK6QAngleS1_S1_fP10CBaseTrace

Decompiled

undefined (8 params)

/* IntersectRayWithOBB(Vector const&, Vector const&, Vector const&, QAngle const&, Vector const&,
   Vector const&, float, CBaseTrace*) */

void IntersectRayWithOBB(Vector *param_1,Vector *param_2,Vector *param_3,QAngle *param_4,
                        Vector *param_5,Vector *param_6,float param_7,CBaseTrace *param_8)

{
  float local_58;
  float local_54;
  float local_50;
  float local_4c;
  float local_48;
  float local_44;
  
  if (((vec3_angle == *(float *)param_4) && (DAT_004024c0 == *(float *)(param_4 + 4))) &&
     (DAT_004024c4 == *(float *)(param_4 + 8))) {
    local_58 = *(float *)param_5 + *(float *)param_3;
    local_4c = *(float *)param_3 + *(float *)param_6;
    local_54 = *(float *)(param_5 + 4) + *(float *)(param_3 + 4);
    local_48 = *(float *)(param_3 + 4) + *(float *)(param_6 + 4);
    local_50 = *(float *)(param_5 + 8) + *(float *)(param_3 + 8);
    local_44 = *(float *)(param_3 + 8) + *(float *)(param_6 + 8);
    IntersectRayWithBox(param_1,param_2,(Vector *)&local_58,(Vector *)&local_4c,param_7,param_8,
                        (float *)0x0);
    return;
  }
  AngleMatrix(param_4,param_3,(matrix3x4_t *)&local_4c);
  IntersectRayWithOBB(param_1,param_2,(matrix3x4_t *)&local_4c,param_5,param_6,param_7,param_8);
  return;
}

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)