L L4D2node

ExtractBbox

0x003fa940 · 124 bytes · __cdecl

_Z11ExtractBboxP10CStudioHdriR6VectorS2_

Decompiled

undefined (4 params)

/* ExtractBbox(CStudioHdr*, int, Vector&, Vector&) */

undefined4 ExtractBbox(CStudioHdr *param_1,int param_2,Vector *param_3,Vector *param_4)

{
  char cVar1;
  int iVar2;
  
  if (param_1 != (CStudioHdr *)0x0) {
    cVar1 = CStudioHdr::SequencesAvailable(param_1);
    if (cVar1 != '\0') {
      iVar2 = CStudioHdr::pSeqdesc(param_1,param_2);
      *(undefined4 *)param_3 = *(undefined4 *)(iVar2 + 0x20);
      *(undefined4 *)(param_3 + 4) = *(undefined4 *)(iVar2 + 0x24);
      *(undefined4 *)(param_3 + 8) = *(undefined4 *)(iVar2 + 0x28);
      *(undefined4 *)param_4 = *(undefined4 *)(iVar2 + 0x2c);
      *(undefined4 *)(param_4 + 4) = *(undefined4 *)(iVar2 + 0x30);
      *(undefined4 *)(param_4 + 8) = *(undefined4 *)(iVar2 + 0x34);
      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)