L L4D2node

CDispInfo::UpdateBoundingBox

0x00132580 · 175 bytes · __thiscall

_ZN9CDispInfo17UpdateBoundingBoxEv

Decompiled

undefined (1 param)

/* CDispInfo::UpdateBoundingBox() */

void __thiscall CDispInfo::UpdateBoundingBox(CDispInfo *this)

{
  float *pfVar1;
  int iVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  float fVar7;
  float fVar8;
  
  fVar6 = 1e+24;
  fVar3 = -1e+24;
  *(undefined4 *)(this + 8) = 0x6753c21c;
  *(undefined4 *)(this + 0xc) = 0x6753c21c;
  *(undefined4 *)(this + 0x10) = 0x6753c21c;
  *(undefined4 *)(this + 0x14) = 0xe753c21c;
  *(undefined4 *)(this + 0x18) = 0xe753c21c;
  *(undefined4 *)(this + 0x1c) = 0xe753c21c;
  if (0 < *(int *)(*(int *)(this + 0x1dc) + 0x30)) {
    fVar4 = -1e+24;
    fVar5 = -1e+24;
    pfVar1 = *(float **)(this + 0x88);
    fVar7 = 1e+24;
    fVar8 = 1e+24;
    iVar2 = 0;
    do {
      if (*pfVar1 <= fVar8) {
        fVar8 = *pfVar1;
      }
      iVar2 = iVar2 + 1;
      *(float *)(this + 8) = fVar8;
      if (pfVar1[1] <= fVar7) {
        fVar7 = pfVar1[1];
      }
      *(float *)(this + 0xc) = fVar7;
      if (pfVar1[2] <= fVar6) {
        fVar6 = pfVar1[2];
      }
      *(float *)(this + 0x10) = fVar6;
      if (fVar5 <= *pfVar1) {
        fVar5 = *pfVar1;
      }
      *(float *)(this + 0x14) = fVar5;
      if (fVar4 <= pfVar1[1]) {
        fVar4 = pfVar1[1];
      }
      *(float *)(this + 0x18) = fVar4;
      if (fVar3 <= pfVar1[2]) {
        fVar3 = pfVar1[2];
      }
      pfVar1 = (float *)((int)pfVar1 + *(int *)(this + 0x34));
      *(float *)(this + 0x1c) = fVar3;
    } while (iVar2 < *(int *)(*(int *)(this + 0x1dc) + 0x30));
  }
  UpdateNodeBoundingBoxes(this);
  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)