L L4D2node

CDispInfo::UpdateNodeBoundingBoxes

0x001324f0 · 144 bytes · __thiscall

_ZN9CDispInfo23UpdateNodeBoundingBoxesEv

Decompiled

undefined (1 param)

/* CDispInfo::UpdateNodeBoundingBoxes() */

void __thiscall CDispInfo::UpdateNodeBoundingBoxes(CDispInfo *this)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = *(int *)(this + 0x1dc);
  if (0 < *(int *)(iVar2 + 0x34)) {
    iVar1 = 0;
    iVar3 = 0;
    do {
      iVar3 = iVar3 + 1;
      iVar2 = *(int *)(this + 0x24c) + iVar1;
      *(undefined4 *)(iVar2 + 4) = 0x7f7fffff;
      *(undefined4 *)(iVar2 + 8) = 0x7f7fffff;
      *(undefined4 *)(iVar2 + 0xc) = 0x7f7fffff;
      iVar2 = *(int *)(this + 0x24c) + iVar1;
      iVar1 = iVar1 + 0x1c;
      *(undefined4 *)(iVar2 + 0x10) = 0xff7fffff;
      *(undefined4 *)(iVar2 + 0x14) = 0xff7fffff;
      *(undefined4 *)(iVar2 + 0x18) = 0xff7fffff;
      iVar2 = *(int *)(this + 0x1dc);
    } while (iVar3 < *(int *)(iVar2 + 0x34));
  }
  UpdateNodeBoundingBoxes_R(this,(CVertIndex *)(iVar2 + 0x20),0,0);
  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)