L L4D2node

GenerateBoxVertices

0x002817e0 · 266 bytes · __regparm3

_ZL19GenerateBoxVerticesRK6VectorRK6QAngleS1_S1_PS_

Decompiled

undefined (5 params)

/* GenerateBoxVertices(Vector const&, QAngle const&, Vector const&, Vector const&, Vector*) */

void __regparm3
GenerateBoxVertices(Vector *param_1,QAngle *param_2,Vector *param_3,Vector *param_4,Vector *param_5)

{
  uint uVar1;
  float local_58;
  undefined4 local_54;
  undefined4 local_50;
  matrix3x4_t local_4c [60];
  
  AngleMatrix(param_2,local_4c);
  uVar1 = 0;
  do {
    if ((uVar1 & 1) == 0) {
      local_58 = *(float *)param_3;
      if ((uVar1 & 2) == 0) goto LAB_002818bf;
LAB_00281828:
      local_54 = *(undefined4 *)(param_4 + 4);
      if ((uVar1 & 4) != 0) goto LAB_00281841;
LAB_002818d8:
      local_50 = *(undefined4 *)(param_3 + 8);
    }
    else {
      local_58 = *(float *)param_4;
      if ((uVar1 & 2) != 0) goto LAB_00281828;
LAB_002818bf:
      local_54 = *(undefined4 *)(param_3 + 4);
      if ((uVar1 & 4) == 0) goto LAB_002818d8;
LAB_00281841:
      local_50 = *(undefined4 *)(param_4 + 8);
    }
    uVar1 = uVar1 + 1;
    VectorRotate(&local_58,local_4c,(float *)param_5);
    *(float *)param_5 = *(float *)param_5 + *(float *)param_1;
    *(float *)(param_5 + 4) = *(float *)(param_5 + 4) + *(float *)(param_1 + 4);
    *(float *)(param_5 + 8) = *(float *)(param_5 + 8) + *(float *)(param_1 + 8);
    param_5 = param_5 + 0xc;
    if (uVar1 == 8) {
      return;
    }
  } while( true );
}

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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)