L L4D2node

CModelInfo::GetModelBounds

0x001931b0 · 90 bytes · __thiscall

_ZNK10CModelInfo14GetModelBoundsEPK7model_tR6VectorS4_

Decompiled

undefined (4 params)

/* CModelInfo::GetModelBounds(model_t const*, Vector&, Vector&) const */

void __thiscall
CModelInfo::GetModelBounds(CModelInfo *this,model_t *param_1,Vector *param_2,Vector *param_3)

{
  *(undefined4 *)param_2 = *(undefined4 *)(param_1 + 0x118);
  *(undefined4 *)(param_2 + 4) = *(undefined4 *)(param_1 + 0x11c);
  *(undefined4 *)(param_2 + 8) = *(undefined4 *)(param_1 + 0x120);
  *(undefined4 *)param_3 = *(undefined4 *)(param_1 + 0x124);
  *(undefined4 *)(param_3 + 4) = *(undefined4 *)(param_1 + 0x128);
  *(undefined4 *)(param_3 + 8) = *(undefined4 *)(param_1 + 300);
  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)