CCollisionProperty::IsPointInBounds
0x0042a370 · 218 bytes · __thiscall
_ZNK18CCollisionProperty15IsPointInBoundsERK6Vector
Decompiled
undefined (2 params)
/* CCollisionProperty::IsPointInBounds(Vector const&) const */
bool __thiscall CCollisionProperty::IsPointInBounds(CCollisionProperty *this,Vector *param_1)
{
bool bVar1;
float *pfVar2;
matrix3x4_t *pmVar3;
float local_18;
float local_14;
float local_10;
if ((((byte)this[0x20] & 0x40) == 0) && (((byte)this[0x22] & 0xfd) != 0)) {
pfVar2 = (float *)(**(code **)(*(int *)this + 0x24))(this);
if ((vec3_angle != *pfVar2) || ((DAT_01053d40 != pfVar2[1] || (DAT_01053d44 != pfVar2[2])))) {
pmVar3 = (matrix3x4_t *)(**(code **)(*(int *)this + 0x28))(this);
VectorITransform((float *)param_1,pmVar3,&local_18);
goto LAB_0042a3ee;
}
}
pfVar2 = (float *)(**(code **)(*(int *)this + 0x20))(this);
local_14 = *(float *)(param_1 + 4) - pfVar2[1];
local_18 = *(float *)param_1 - *pfVar2;
local_10 = *(float *)(param_1 + 8) - pfVar2[2];
LAB_0042a3ee:
if ((((local_18 < *(float *)(this + 8)) ||
(*(float *)(this + 0x14) <= local_18 && local_18 != *(float *)(this + 0x14))) ||
(local_14 < *(float *)(this + 0xc))) ||
((*(float *)(this + 0x18) <= local_14 && local_14 != *(float *)(this + 0x18) ||
(local_10 < *(float *)(this + 0x10))))) {
bVar1 = false;
}
else {
bVar1 = local_10 < *(float *)(this + 0x1c) || local_10 == *(float *)(this + 0x1c);
}
return bVar1;
}
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
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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.