L L4D2node

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 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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)