L L4D2node

CCoreDispInfo::CalcMinMaxBoundingBoxAtNode

0x000bed90 · 214 bytes · __thiscall

_ZN13CCoreDispInfo27CalcMinMaxBoundingBoxAtNodeEiR6VectorS1_

Decompiled

undefined (4 params)

/* CCoreDispInfo::CalcMinMaxBoundingBoxAtNode(int, Vector&, Vector&) */

void __thiscall
CCoreDispInfo::CalcMinMaxBoundingBoxAtNode
          (CCoreDispInfo *this,int param_1,Vector *param_2,Vector *param_3)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  undefined4 *puVar6;
  float *pfVar7;
  int iVar8;
  int iVar9;
  
  iVar8 = 0;
  iVar9 = (param_1 * 4 + 1) * 0x200;
  puVar6 = (undefined4 *)(*(int *)(this + 4) + iVar9);
  *(undefined4 *)param_2 = *puVar6;
  *(undefined4 *)(param_2 + 4) = puVar6[1];
  *(undefined4 *)(param_2 + 8) = puVar6[2];
  *(undefined4 *)param_3 = puVar6[3];
  *(undefined4 *)(param_3 + 4) = puVar6[4];
  *(undefined4 *)(param_3 + 8) = puVar6[5];
  do {
    pfVar7 = (float *)(iVar9 + 0x200 + iVar8 + *(int *)(this + 4));
    fVar1 = pfVar7[1];
    fVar2 = pfVar7[2];
    fVar3 = pfVar7[3];
    fVar4 = pfVar7[4];
    fVar5 = pfVar7[5];
    if (*pfVar7 < *(float *)param_2) {
      *(float *)param_2 = *pfVar7;
    }
    if (fVar1 < *(float *)(param_2 + 4)) {
      *(float *)(param_2 + 4) = fVar1;
    }
    if (fVar2 < *(float *)(param_2 + 8)) {
      *(float *)(param_2 + 8) = fVar2;
    }
    if (*(float *)param_3 <= fVar3 && fVar3 != *(float *)param_3) {
      *(float *)param_3 = fVar3;
    }
    if (*(float *)(param_3 + 4) <= fVar4 && fVar4 != *(float *)(param_3 + 4)) {
      *(float *)(param_3 + 4) = fVar4;
    }
    if (*(float *)(param_3 + 8) <= fVar5 && fVar5 != *(float *)(param_3 + 8)) {
      *(float *)(param_3 + 8) = fVar5;
    }
    iVar8 = iVar8 + 0x200;
  } while (iVar8 != 0x600);
  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)