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 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
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raw memory ops, or anything else.
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Gamedata KeyValues
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