CM_WorldSpaceBounds
0x0011bf90 · 261 bytes · __cdecl
_Z19CM_WorldSpaceBoundsP12ICollideableP6VectorS2_
Decompiled
undefined (3 params)
/* CM_WorldSpaceBounds(ICollideable*, Vector*, Vector*) */
void CM_WorldSpaceBounds(ICollideable *param_1,Vector *param_2,Vector *param_3)
{
float *pfVar1;
Vector *pVVar2;
Vector *pVVar3;
matrix3x4_t *pmVar4;
float *pfVar5;
pfVar1 = (float *)(**(code **)(*(int *)param_1 + 0x24))(param_1);
if (((vec3_angle == *pfVar1) && (DAT_004024c0 == pfVar1[1])) && (DAT_004024c4 == pfVar1[2])) {
pfVar1 = (float *)(**(code **)(*(int *)param_1 + 4))(param_1);
pfVar5 = (float *)(**(code **)(*(int *)param_1 + 0x20))(param_1);
*(float *)param_2 = *pfVar1 + *pfVar5;
*(float *)(param_2 + 4) = pfVar1[1] + pfVar5[1];
*(float *)(param_2 + 8) = pfVar1[2] + pfVar5[2];
pfVar1 = (float *)(**(code **)(*(int *)param_1 + 8))(param_1);
pfVar5 = (float *)(**(code **)(*(int *)param_1 + 0x20))(param_1);
*(float *)param_3 = *pfVar1 + *pfVar5;
*(float *)(param_3 + 4) = pfVar1[1] + pfVar5[1];
*(float *)(param_3 + 8) = pfVar1[2] + pfVar5[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);
TransformAABB(pmVar4,pVVar3,pVVar2,param_2,param_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.