L L4D2node

CDispCollTree::PointInBounds

0x000cd060 · 199 bytes · __thiscall

_ZN13CDispCollTree13PointInBoundsERK6VectorS2_S2_b

Decompiled

undefined (5 params)

/* CDispCollTree::PointInBounds(Vector const&, Vector const&, Vector const&, bool) */

void __thiscall
CDispCollTree::PointInBounds
          (CDispCollTree *this,Vector *param_1,Vector *param_2,Vector *param_3,bool param_4)

{
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  if (!param_4) {
    local_18 = (*(float *)param_3 - *(float *)param_2) * 0.5;
    local_14 = (*(float *)(param_3 + 4) - *(float *)(param_2 + 4)) * 0.5;
    local_10 = (*(float *)(param_3 + 8) - *(float *)(param_2 + 8)) * 0.5;
    local_24 = *(float *)(this + 4) - local_18;
    local_20 = *(float *)(this + 8) - local_14;
    local_18 = local_18 + *(float *)(this + 0x14);
    local_14 = local_14 + *(float *)(this + 0x18);
    local_1c = *(float *)(this + 0xc) - local_10;
    local_10 = local_10 + *(float *)(this + 0x1c);
    IsPointInBox(param_1,(Vector *)&local_24,(Vector *)&local_18);
    return;
  }
  IsPointInBox(param_1,(Vector *)(this + 4),(Vector *)(this + 0x14));
  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)