L L4D2node

CVirtualTerrain::GetWorldspaceBounds

0x00125650 · 93 bytes · __thiscall

_ZN15CVirtualTerrain19GetWorldspaceBoundsEPvP6VectorS2_

Decompiled

undefined (4 params)

/* CVirtualTerrain::GetWorldspaceBounds(void*, Vector*, Vector*) */

void __thiscall
CVirtualTerrain::GetWorldspaceBounds
          (CVirtualTerrain *this,void *param_1,Vector *param_2,Vector *param_3)

{
  int iVar1;
  undefined4 *puVar2;
  
  puVar2 = (undefined4 *)(g_pDispBounds + (int)param_1 * 0x30);
  *(undefined4 *)param_2 = *puVar2;
  iVar1 = (int)param_1 * 0x30 + g_pDispBounds;
  *(undefined4 *)(param_2 + 4) = puVar2[1];
  *(undefined4 *)(param_2 + 8) = puVar2[2];
  *(undefined4 *)param_3 = *(undefined4 *)(iVar1 + 0x10);
  *(undefined4 *)(param_3 + 4) = *(undefined4 *)(iVar1 + 0x14);
  *(undefined4 *)(param_3 + 8) = *(undefined4 *)(iVar1 + 0x18);
  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)