L L4D2node

CPhysicsCannister::TestCollision

0x00789080 · 135 bytes · __thiscall

_ZN17CPhysicsCannister13TestCollisionERK5Ray_tjR10CGameTrace

Decompiled

undefined (4 params)

/* CPhysicsCannister::TestCollision(Ray_t const&, unsigned int, CGameTrace&) */

void __thiscall
CPhysicsCannister::TestCollision
          (CPhysicsCannister *this,Ray_t *param_1,uint param_2,CGameTrace *param_3)

{
  char cVar1;
  Vector local_34 [12];
  Vector local_28 [24];
  
  CCollisionProperty::CollisionAABBToWorldAABB
            ((CCollisionProperty *)(this + 0x194),(Vector *)(this + 0x19c),(Vector *)(this + 0x1a8),
             local_34,local_28);
  cVar1 = IsBoxIntersectingRay
                    ((Vector *)param_1,(Vector *)(param_1 + 0x10),local_34,local_28,(float)param_1);
  if (cVar1 != '\0') {
    CBaseAnimating::TestCollision((CBaseAnimating *)this,param_1,param_2,param_3);
  }
  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)