L L4D2node

CM_WorldAlignBounds

0x0011be40 · 323 bytes · __cdecl

_Z19CM_WorldAlignBoundsP12ICollideableP6VectorS2_

Decompiled

undefined (3 params)

/* CM_WorldAlignBounds(ICollideable*, Vector*, Vector*) */

void CM_WorldAlignBounds(ICollideable *param_1,Vector *param_2,Vector *param_3)

{
  float *pfVar1;
  Vector *pVVar2;
  Vector *pVVar3;
  matrix3x4_t *pmVar4;
  undefined4 *puVar5;
  
  pfVar1 = (float *)(**(code **)(*(int *)param_1 + 0x24))(param_1);
  if (((vec3_angle == *pfVar1) && (DAT_004024c0 == pfVar1[1])) && (DAT_004024c4 == pfVar1[2])) {
    puVar5 = (undefined4 *)(**(code **)(*(int *)param_1 + 4))(param_1);
    *(undefined4 *)param_2 = *puVar5;
    *(undefined4 *)(param_2 + 4) = puVar5[1];
    *(undefined4 *)(param_2 + 8) = puVar5[2];
    puVar5 = (undefined4 *)(**(code **)(*(int *)param_1 + 8))(param_1);
    *(undefined4 *)param_3 = *puVar5;
    *(undefined4 *)(param_3 + 4) = puVar5[1];
    *(undefined4 *)(param_3 + 8) = puVar5[2];
    return;
  }
  pVVar2 = (Vector *)(**(code **)(*(int *)param_1 + 8))(param_1);
  pVVar3 = (Vector *)(**(code **)(*(int *)param_1 + 4))(param_1);
  pmVar4 = (matrix3x4_t *)(**(code **)(*(int *)param_1 + 0x28))(param_1);
  ITransformAABB(pmVar4,pVVar3,pVVar2,param_2,param_3);
  pfVar1 = (float *)(**(code **)(*(int *)param_1 + 0x20))(param_1);
  *(float *)param_2 = *(float *)param_2 - *pfVar1;
  *(float *)(param_2 + 4) = *(float *)(param_2 + 4) - pfVar1[1];
  *(float *)(param_2 + 8) = *(float *)(param_2 + 8) - pfVar1[2];
  pfVar1 = (float *)(**(code **)(*(int *)param_1 + 0x20))(param_1);
  *(float *)param_3 = *(float *)param_3 - *pfVar1;
  *(float *)(param_3 + 4) = *(float *)(param_3 + 4) - pfVar1[1];
  *(float *)(param_3 + 8) = *(float *)(param_3 + 8) - pfVar1[2];
  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)