L L4D2node

CMDLCacheNotify::SetBoundsFromStudioHdr

0x00199ce0 · 224 bytes · __thiscall

_ZN15CMDLCacheNotify22SetBoundsFromStudioHdrEP7model_tt

Decompiled

undefined (3 params)

/* CMDLCacheNotify::SetBoundsFromStudioHdr(model_t*, unsigned short) */

void __thiscall
CMDLCacheNotify::SetBoundsFromStudioHdr(CMDLCacheNotify *this,model_t *param_1,ushort param_2)

{
  undefined4 uVar1;
  int iVar2;
  float fVar3;
  float fVar4;
  
  iVar2 = (**(code **)(*g_pMDLCache + 0x28))(g_pMDLCache,param_2);
  *(undefined4 *)(param_1 + 0x118) = *(undefined4 *)(iVar2 + 0x68);
  *(undefined4 *)(param_1 + 0x11c) = *(undefined4 *)(iVar2 + 0x6c);
  *(undefined4 *)(param_1 + 0x120) = *(undefined4 *)(iVar2 + 0x70);
  *(undefined4 *)(param_1 + 0x124) = *(undefined4 *)(iVar2 + 0x74);
  *(undefined4 *)(param_1 + 0x128) = *(undefined4 *)(iVar2 + 0x78);
  uVar1 = *(undefined4 *)(iVar2 + 0x7c);
  iVar2 = 0;
  *(undefined4 *)(param_1 + 0x130) = 0;
  *(undefined4 *)(param_1 + 300) = uVar1;
  fVar3 = ABS(*(float *)(param_1 + 0x118));
  fVar4 = 0.0;
  if (fVar3 <= 0.0) goto LAB_00199d86;
  do {
    *(float *)(param_1 + 0x130) = fVar3;
    fVar4 = fVar3;
LAB_00199d86:
    do {
      if (fVar4 < ABS(*(float *)(param_1 + iVar2 * 4 + 0x124))) {
        *(float *)(param_1 + 0x130) = ABS(*(float *)(param_1 + iVar2 * 4 + 0x124));
      }
      iVar2 = iVar2 + 1;
      if (iVar2 == 3) {
        return;
      }
      fVar4 = *(float *)(param_1 + 0x130);
      fVar3 = ABS(*(float *)(param_1 + 0x118 + iVar2 * 4));
    } while (fVar3 <= fVar4);
  } while( true );
}

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.



        

        

          

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