L L4D2node

UpdateDispBBoxes

0x00139e90 · 68 bytes · __cdecl

_Z16UpdateDispBBoxesP7model_ti

Decompiled

undefined (2 params)

/* UpdateDispBBoxes(model_t*, int) */

void UpdateDispBBoxes(model_t *param_1,int param_2)

{
  CDispInfo *this;
  int iVar1;
  int iVar2;
  
  iVar1 = 0;
  if (0 < param_2) {
    do {
      iVar2 = iVar1 + 1;
      this = (CDispInfo *)DispInfo_IndexArray(*(void **)(*(int *)(param_1 + 0x134) + 0x6c),iVar1);
      CDispInfo::UpdateBoundingBox(this);
      iVar1 = iVar2;
    } while (iVar2 != param_2);
  }
  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)