L L4D2node

CStaticPropMgr::GetAllStaticPropsInOBB

0x001e7b10 · 10 bytes · __thiscall

_ZThn4_N14CStaticPropMgr22GetAllStaticPropsInOBBERK6VectorS2_S2_S2_P10CUtlVectorIP12ICollideable10CUtlMemoryIS5_iEE

Decompiled

undefined (6 params)

/* non-virtual thunk to CStaticPropMgr::GetAllStaticPropsInOBB(Vector const&, Vector const&, Vector
   const&, Vector const&, CUtlVector<ICollideable*, CUtlMemory<ICollideable*, int> >*) */

void __thiscall
CStaticPropMgr::GetAllStaticPropsInOBB
          (CStaticPropMgr *this,Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4,
          CUtlVector *param_5)

{
  GetAllStaticPropsInOBB(this + -4,param_1,param_2,param_3,param_4,param_5);
  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)