L L4D2node

CCollisionProperty::WorldSpaceTriggerBounds

0x0042a2b0 · 191 bytes · __thiscall

_ZNK18CCollisionProperty23WorldSpaceTriggerBoundsEP6VectorS1_

Decompiled

undefined (3 params)

/* CCollisionProperty::WorldSpaceTriggerBounds(Vector*, Vector*) const */

void __thiscall
CCollisionProperty::WorldSpaceTriggerBounds
          (CCollisionProperty *this,Vector *param_1,Vector *param_2)

{
  uint uVar1;
  
  CollisionAABBToWorldAABB(this,(Vector *)(this + 8),(Vector *)(this + 0x14),param_1,param_2);
  uVar1 = (**(code **)(*(int *)this + 0x30))(this);
  if ((uVar1 & 0x80) != 0) {
    *(float *)param_1 = *(float *)param_1 - (float)(byte)this[0x23];
    *(float *)(param_1 + 4) = *(float *)(param_1 + 4) - (float)(byte)this[0x23];
    *(float *)param_2 = (float)(byte)this[0x23] + *(float *)param_2;
    *(float *)(param_2 + 4) = (float)(byte)this[0x23] + *(float *)(param_2 + 4);
    *(float *)(param_2 + 8) = ((float)(byte)this[0x23] + 0.0) * 0.5 + *(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)