L L4D2node

IsOBBIntersectingOBB

0x0058d300 · 89 bytes · __cdecl

_Z20IsOBBIntersectingOBBRK6VectorRK6QAngleS1_S1_S1_S4_S1_S1_f

Decompiled

undefined (9 params)

/* IsOBBIntersectingOBB(Vector const&, QAngle const&, Vector const&, Vector const&, Vector const&,
   QAngle const&, Vector const&, Vector const&, float) */

uint IsOBBIntersectingOBB
               (Vector *param_1,QAngle *param_2,Vector *param_3,Vector *param_4,Vector *param_5,
               QAngle *param_6,Vector *param_7,Vector *param_8,float param_9)

{
  uint uVar1;
  cplane_t local_20 [28];
  
  uVar1 = ComputeSeparatingPlane
                    (param_1,param_2,param_3,param_4,param_5,param_6,param_7,param_8,param_9,
                     local_20);
  return uVar1 ^ 1;
}

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)