L L4D2node

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 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)