L L4D2node

CStaticProp::OBBMins

0x001e4af0 · 282 bytes · __thiscall

_ZNK11CStaticProp7OBBMinsEv

Decompiled

undefined (1 param)

/* WARNING: Removing unreachable block (ram,0x001e4b35) */
/* WARNING: Removing unreachable block (ram,0x001e4c07) */
/* CStaticProp::OBBMins() const */

undefined1 * __thiscall CStaticProp::OBBMins(CStaticProp *this)

{
  int iVar1;
  float *pfVar2;
  
  iVar1 = (**(code **)(*(int *)this + 0x58))(this);
  if (iVar1 == 6) {
    return (undefined1 *)(*(int *)(this + 0x28) + 0x118);
  }
  if ((AllocTempVector()::s_vecTemp == '\0') &&
     (iVar1 = __cxa_guard_acquire(&AllocTempVector()::s_vecTemp), iVar1 != 0)) {
    __cxa_guard_release(&AllocTempVector()::s_vecTemp);
  }
  if ((AllocTempVector()::s_nIndex == '\0') &&
     (iVar1 = __cxa_guard_acquire(&AllocTempVector()::s_nIndex), iVar1 != 0)) {
    AllocTempVector()::s_nIndex = 0;
    __cxa_guard_release(&AllocTempVector()::s_nIndex);
  }
  AllocTempVector()::s_nIndex = AllocTempVector()::s_nIndex + 0x10001 & 0x7f;
  LOCK();
  UNLOCK();
  iVar1 = AllocTempVector()::s_nIndex * 0xc;
  pfVar2 = (float *)(**(code **)(*(int *)this + 0x4c))(this);
  *(float *)(AllocTempVector()::s_vecTemp + iVar1) = *(float *)(this + 0xa0) - *pfVar2;
  *(float *)(AllocTempVector()::s_vecTemp + iVar1 + 4) = *(float *)(this + 0xa4) - pfVar2[1];
  *(float *)(AllocTempVector()::s_vecTemp + iVar1 + 8) = *(float *)(this + 0xa8) - pfVar2[2];
  return AllocTempVector()::s_vecTemp + iVar1;
}

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)