L L4D2node

IsSphereIntersectingSphere

0x00589580 · 79 bytes · __cdecl

_Z26IsSphereIntersectingSphereRK6VectorfS1_f

Decompiled

undefined (4 params)

/* IsSphereIntersectingSphere(Vector const&, float, Vector const&, float) */

bool IsSphereIntersectingSphere(Vector *param_1,float param_2,Vector *param_3,float param_4)

{
  return (*(float *)param_3 - *(float *)param_1) * (*(float *)param_3 - *(float *)param_1) +
         (*(float *)(param_3 + 4) - *(float *)(param_1 + 4)) *
         (*(float *)(param_3 + 4) - *(float *)(param_1 + 4)) +
         (*(float *)(param_3 + 8) - *(float *)(param_1 + 8)) *
         (*(float *)(param_3 + 8) - *(float *)(param_1 + 8)) <=
         (param_4 + param_2) * (param_4 + param_2);
}

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)