L L4D2node

CBaseEntity::Intersects

0x00606c10 · 253 bytes · __thiscall

_ZN11CBaseEntity10IntersectsEPS_

Decompiled

undefined (2 params)

/* CBaseEntity::Intersects(CBaseEntity*) */

undefined4 __thiscall CBaseEntity::Intersects(CBaseEntity *this,CBaseEntity *param_1)

{
  CBaseEntity *pCVar1;
  CBaseEntity *pCVar2;
  Vector *pVVar3;
  Vector *pVVar4;
  QAngle *pQVar5;
  Vector *pVVar6;
  Vector *pVVar7;
  Vector *pVVar8;
  QAngle *pQVar9;
  Vector *pVVar10;
  undefined4 uVar11;
  
  if ((*(int *)(this + 0x30) != 0) && (*(int *)(param_1 + 0x30) != 0)) {
    pCVar1 = this + 0x194;
    pCVar2 = param_1 + 0x194;
    pVVar3 = (Vector *)(**(code **)(*(int *)(param_1 + 0x194) + 8))(pCVar2);
    pVVar4 = (Vector *)(**(code **)(*(int *)(param_1 + 0x194) + 4))(pCVar2);
    pQVar5 = (QAngle *)(**(code **)(*(int *)(param_1 + 0x194) + 0x24))(pCVar2);
    pVVar6 = (Vector *)(**(code **)(*(int *)(param_1 + 0x194) + 0x20))(pCVar2);
    pVVar7 = (Vector *)(**(code **)(*(int *)(this + 0x194) + 8))(pCVar1);
    pVVar8 = (Vector *)(**(code **)(*(int *)(this + 0x194) + 4))(pCVar1);
    pQVar9 = (QAngle *)(**(code **)(*(int *)(this + 0x194) + 0x24))(pCVar1);
    pVVar10 = (Vector *)(**(code **)(*(int *)(this + 0x194) + 0x20))(pCVar1);
    uVar11 = IsOBBIntersectingOBB(pVVar10,pQVar9,pVVar8,pVVar7,pVVar6,pQVar5,pVVar4,pVVar3,0.0);
    return uVar11;
  }
  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)