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 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.