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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.