L L4D2node

CStaticProp::WorldSpaceTriggerBounds

0x001e3fa0 · 7 bytes · __thiscall

_ZThn8_NK11CStaticProp23WorldSpaceTriggerBoundsEP6VectorS1_

Decompiled

undefined (3 params)

/* non-virtual thunk to CStaticProp::WorldSpaceTriggerBounds(Vector*, Vector*) const */

void __thiscall
CStaticProp::WorldSpaceTriggerBounds(CStaticProp *this,Vector *param_1,Vector *param_2)

{
  WorldSpaceTriggerBounds((Vector *)(this + -8),param_1);
  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)