L L4D2node

CStaticPropMgr::GetHullListForProp

0x001e5d70 · 105 bytes · __thiscall

_ZN14CStaticPropMgr18GetHullListForPropEP15CConvexHullListi

Decompiled

undefined (3 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CStaticPropMgr::GetHullListForProp(CConvexHullList*, int) */

undefined4 __thiscall
CStaticPropMgr::GetHullListForProp(CStaticPropMgr *this,CConvexHullList *param_1,int param_2)

{
  undefined4 *puVar1;
  
  if (DAT_003945a0 != 0) {
    if ((param_2 < 0) || (DAT_003945a4 <= param_2)) {
      Error("Cannot load corrupted map.\n");
    }
    puVar1 = (undefined4 *)(DAT_003945a0 + param_2 * 8);
    *(undefined4 *)param_1 = *puVar1;
    *(int *)(param_1 + 8) = puVar1[1] * 0x10 + _DAT_00394580;
    *(undefined4 *)(param_1 + 4) = DAT_00394588;
    return 1;
  }
  return 0;
}

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)