L L4D2node

CCollisionProperty::CollisionAABBToWorldAABB

0x0042a190 · 279 bytes · __thiscall

_ZNK18CCollisionProperty24CollisionAABBToWorldAABBERK6VectorS2_PS0_S3_

Decompiled

undefined (5 params)

/* CCollisionProperty::CollisionAABBToWorldAABB(Vector const&, Vector const&, Vector*, Vector*)
   const */

void __thiscall
CCollisionProperty::CollisionAABBToWorldAABB
          (CCollisionProperty *this,Vector *param_1,Vector *param_2,Vector *param_3,Vector *param_4)

{
  float *pfVar1;
  matrix3x4_t *pmVar2;
  
  if (((((byte)this[0x20] & 0x40) == 0) && (((byte)this[0x22] & 0xfd) != 0)) &&
     ((pfVar1 = (float *)(**(code **)(*(int *)this + 0x24))(this), vec3_angle != *pfVar1 ||
      ((DAT_01053d40 != pfVar1[1] || (DAT_01053d44 != pfVar1[2])))))) {
    pmVar2 = (matrix3x4_t *)(**(code **)(*(int *)this + 0x28))(this);
    TransformAABB(pmVar2,param_1,param_2,param_3,param_4);
    return;
  }
  pfVar1 = (float *)(**(code **)(*(int *)this + 0x20))(this);
  *(float *)param_3 = *pfVar1 + *(float *)param_1;
  *(float *)(param_3 + 4) = pfVar1[1] + *(float *)(param_1 + 4);
  *(float *)(param_3 + 8) = pfVar1[2] + *(float *)(param_1 + 8);
  pfVar1 = (float *)(**(code **)(*(int *)this + 0x20))(this);
  *(float *)param_4 = *pfVar1 + *(float *)param_2;
  *(float *)(param_4 + 4) = pfVar1[1] + *(float *)(param_2 + 4);
  *(float *)(param_4 + 8) = pfVar1[2] + *(float *)(param_2 + 8);
  return;
}

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)