L L4D2node

CStaticPropMgr::GetHullListForProp

0x001e6190 · 83 bytes · __thiscall

_ZN14CStaticPropMgr18GetHullListForPropEP15CConvexHullListP13IHandleEntity

Decompiled

undefined (3 params)

/* CStaticPropMgr::GetHullListForProp(CConvexHullList*, IHandleEntity*) */

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

{
  uint *puVar1;
  undefined4 uVar2;
  
  if (param_2 != (IHandleEntity *)0x0) {
    puVar1 = (uint *)(**(code **)(*(int *)param_2 + 0xc))(param_2);
    if ((int)(*puVar1 & 0xfff) <= *(int *)(this + 0x2c)) {
      uVar2 = GetHullListForProp(this,param_1,
                                 (uint)*(ushort *)
                                        ((*puVar1 & 0xfff) * 0xd8 + *(int *)(this + 0x20) + 0x4e));
      return uVar2;
    }
  }
  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)