CDispCollTree::AABBTree_CalcBounds
0x000cb580 · 111 bytes · __thiscall
_ZN13CDispCollTree19AABBTree_CalcBoundsEv
Decompiled
undefined (1 param)
/* CDispCollTree::AABBTree_CalcBounds() */
void __thiscall CDispCollTree::AABBTree_CalcBounds(CDispCollTree *this)
{
Vector *pVVar1;
Vector *pVVar2;
int iVar3;
if ((*(int *)(this + 0x78) != 0) && (*(int *)(this + 0x98) != 0)) {
pVVar1 = (Vector *)(this + 0x14);
pVVar2 = (Vector *)(this + 4);
AABBTree_GenerateBoxes_r(this,0,pVVar2,pVVar1);
iVar3 = 0;
do {
*(float *)(pVVar2 + iVar3 * 4) = *(float *)(pVVar2 + iVar3 * 4) - 1.0;
*(float *)(pVVar1 + iVar3 * 4) = *(float *)(pVVar1 + iVar3 * 4) + 1.0;
iVar3 = iVar3 + 1;
} while (iVar3 != 3);
}
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.