CStaticProp::WorldSpaceSurroundingBounds
0x001e3fb0 · 90 bytes · __thiscall
_ZN11CStaticProp27WorldSpaceSurroundingBoundsEP6VectorS1_
Decompiled
undefined (3 params)
/* CStaticProp::WorldSpaceSurroundingBounds(Vector*, Vector*) */
void __thiscall
CStaticProp::WorldSpaceSurroundingBounds(CStaticProp *this,Vector *param_1,Vector *param_2)
{
*(undefined4 *)param_1 = *(undefined4 *)(this + 0xa0);
*(undefined4 *)(param_1 + 4) = *(undefined4 *)(this + 0xa4);
*(undefined4 *)(param_1 + 8) = *(undefined4 *)(this + 0xa8);
*(undefined4 *)param_2 = *(undefined4 *)(this + 0xac);
*(undefined4 *)(param_2 + 4) = *(undefined4 *)(this + 0xb0);
*(undefined4 *)(param_2 + 8) = *(undefined4 *)(this + 0xb4);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.