L L4D2node

CCollisionProperty::GetBoundingRadius

0x00428ef0 · 52 bytes · __thiscall

_ZNK18CCollisionProperty17GetBoundingRadiusEv

Decompiled

undefined (1 param)

/* CCollisionProperty::GetBoundingRadius() const */

longdouble __thiscall CCollisionProperty::GetBoundingRadius(CCollisionProperty *this)

{
  int *piVar1;
  longdouble lVar2;
  
  piVar1 = *(int **)(*(int *)(this + 4) + 0x238);
  if (piVar1 != (int *)0x0) {
    piVar1 = (int *)(**(code **)(*piVar1 + 0x15c))(piVar1);
    if (piVar1 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x00428f1e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      lVar2 = (longdouble)(**(code **)(*piVar1 + 0x70))();
      return lVar2;
    }
  }
  return (longdouble)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)