L L4D2node

IntersectRayWithOBB

0x0058ad50 · 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 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)