L L4D2node

CDispInfo::GetBoundingBox

0x001372f0 · 72 bytes · __thiscall

_ZN9CDispInfo14GetBoundingBoxER6VectorS1_

Decompiled

undefined (3 params)

/* CDispInfo::GetBoundingBox(Vector&, Vector&) */

void __thiscall CDispInfo::GetBoundingBox(CDispInfo *this,Vector *param_1,Vector *param_2)

{
  *(undefined4 *)param_1 = *(undefined4 *)(this + 8);
  *(undefined4 *)(param_1 + 4) = *(undefined4 *)(this + 0xc);
  *(undefined4 *)(param_1 + 8) = *(undefined4 *)(this + 0x10);
  *(undefined4 *)param_2 = *(undefined4 *)(this + 0x14);
  *(undefined4 *)(param_2 + 4) = *(undefined4 *)(this + 0x18);
  *(undefined4 *)(param_2 + 8) = *(undefined4 *)(this + 0x1c);
  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)