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 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.