L L4D2node

CStaticProp::GetRenderBoundsWorldspace

0x001e43a0 · 90 bytes · __thiscall

_ZN11CStaticProp25GetRenderBoundsWorldspaceER6VectorS1_

Decompiled

undefined (3 params)

/* CStaticProp::GetRenderBoundsWorldspace(Vector&, Vector&) */

void __thiscall
CStaticProp::GetRenderBoundsWorldspace(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 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)