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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.