L L4D2node

CNavArea::IsOverlapping

0x006fbef0 · 59 bytes · __thiscall

_ZNK8CNavArea13IsOverlappingERK6Extent

Decompiled

undefined (2 params)

/* CNavArea::IsOverlapping(Extent const&) const */

bool __thiscall CNavArea::IsOverlapping(CNavArea *this,Extent *param_1)

{
  if (((*(float *)param_1 <= *(float *)(this + 0x10) && *(float *)(this + 0x10) != *(float *)param_1
       ) && (*(float *)(this + 4) <= *(float *)(param_1 + 0xc) &&
             *(float *)(param_1 + 0xc) != *(float *)(this + 4))) &&
     (*(float *)(param_1 + 4) <= *(float *)(this + 0x14) &&
      *(float *)(this + 0x14) != *(float *)(param_1 + 4))) {
    return *(float *)(this + 8) <= *(float *)(param_1 + 0x10) &&
           *(float *)(param_1 + 0x10) != *(float *)(this + 8);
  }
  return false;
}

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)