public static bool CheckCapsule <T>( Vector3 start, Vector3 end, float radius, int layerMask = -5, QueryTriggerInteraction triggerInteraction = 1) where T : Component { List <Collider> list = (List <Collider>)Pool.GetList <Collider>(); GamePhysics.OverlapCapsule(start, end, radius, list, layerMask, triggerInteraction); int num = GamePhysics.CheckComponent <T>(list) ? 1 : 0; // ISSUE: cast to a reference type Pool.FreeList <Collider>((List <M0>&) ref list); return(num != 0); }