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 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.