L L4D2node

IsBoxIntersectingBoxExtents

0x00589e00 · 176 bytes · __cdecl

_Z27IsBoxIntersectingBoxExtentsRK6VectorS1_S1_S1_

Decompiled

undefined (4 params)

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

undefined4
IsBoxIntersectingBoxExtents(Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4)

{
  if ((ABS(*(float *)param_1 - *(float *)param_3) <= *(float *)param_4 + *(float *)param_2) &&
     (ABS(*(float *)(param_1 + 4) - *(float *)(param_3 + 4)) <=
      *(float *)(param_2 + 4) + *(float *)(param_4 + 4))) {
    return CONCAT31((int3)((uint)ABS(*(float *)(param_1 + 8) - *(float *)(param_3 + 8)) >> 8),
                    ABS(*(float *)(param_1 + 8) - *(float *)(param_3 + 8)) <=
                    *(float *)(param_2 + 8) + *(float *)(param_4 + 8));
  }
  return 0;
}

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)