L L4D2node

CM_GetCollideableTriggerTestBox

0x0023eba0 · 234 bytes · __regparm3

_ZL31CM_GetCollideableTriggerTestBoxP12ICollideableP6VectorS2_b

Decompiled

undefined (4 params)

/* CM_GetCollideableTriggerTestBox(ICollideable*, Vector*, Vector*, bool) */

void __regparm3
CM_GetCollideableTriggerTestBox(ICollideable *param_1,Vector *param_2,Vector *param_3,bool param_4)

{
  float *pfVar1;
  int iVar2;
  undefined4 *puVar3;
  
  if ((param_4) && (iVar2 = (**(code **)(*(int *)param_1 + 0x2c))(param_1), iVar2 == 2)) {
    puVar3 = (undefined4 *)(**(code **)(*(int *)param_1 + 4))(param_1);
    *(undefined4 *)param_2 = *puVar3;
    *(undefined4 *)(param_2 + 4) = puVar3[1];
    *(undefined4 *)(param_2 + 8) = puVar3[2];
    puVar3 = (undefined4 *)(**(code **)(*(int *)param_1 + 8))(param_1);
    *(undefined4 *)param_3 = *puVar3;
    *(undefined4 *)(param_3 + 4) = puVar3[1];
    *(undefined4 *)(param_3 + 8) = puVar3[2];
    return;
  }
  pfVar1 = (float *)(**(code **)(*(int *)param_1 + 0x20))(param_1);
  (**(code **)(*(int *)param_1 + 0x3c))(param_1,param_2,param_3);
  *(float *)param_2 = *(float *)param_2 - *pfVar1;
  *(float *)(param_2 + 4) = *(float *)(param_2 + 4) - pfVar1[1];
  *(float *)(param_2 + 8) = *(float *)(param_2 + 8) - pfVar1[2];
  *(float *)param_3 = *(float *)param_3 - *pfVar1;
  *(float *)(param_3 + 4) = *(float *)(param_3 + 4) - pfVar1[1];
  *(float *)(param_3 + 8) = *(float *)(param_3 + 8) - pfVar1[2];
  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)