L L4D2node

CCollisionProperty::ComputeVPhysicsSurroundingBox

0x0042a980 · 596 bytes · __thiscall

_ZN18CCollisionProperty29ComputeVPhysicsSurroundingBoxEP6VectorS1_

Decompiled

undefined (3 params)

/* CCollisionProperty::ComputeVPhysicsSurroundingBox(Vector*, Vector*) */

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

{
  int *piVar1;
  code *pcVar2;
  int *piVar3;
  undefined4 *puVar4;
  int iVar5;
  undefined4 uVar6;
  undefined4 uVar7;
  undefined4 uVar8;
  float *pfVar9;
  longdouble lVar10;
  float fVar11;
  float local_48;
  float local_44;
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  
  piVar1 = *(int **)(*(int *)(this + 4) + 0x238);
  if (piVar1 != (int *)0x0) {
    piVar3 = (int *)(**(code **)(*piVar1 + 0x15c))(piVar1);
    if (piVar3 != (int *)0x0) {
      (**(code **)(*piVar3 + 0x48))(piVar3,&local_3c);
      *(float *)param_1 = local_3c;
      *(float *)(param_1 + 4) = local_38;
      *(float *)(param_1 + 8) = local_34;
      *(undefined4 *)param_2 = local_2c;
      *(undefined4 *)(param_2 + 4) = local_28;
      *(undefined4 *)(param_2 + 8) = local_24;
      goto LAB_0042aa05;
    }
    iVar5 = (**(code **)(*piVar1 + 300))(piVar1);
    if (iVar5 != 0) {
      pcVar2 = *(code **)(*physcollision + 0x60);
      uVar6 = (**(code **)(*(int *)this + 0x24))(this);
      uVar7 = (**(code **)(*(int *)this + 0x20))(this);
      uVar8 = (**(code **)(*piVar1 + 300))(piVar1);
      (*pcVar2)(physcollision,param_1,param_2,uVar8,uVar7,uVar6);
      goto LAB_0042aa05;
    }
    lVar10 = (longdouble)(**(code **)(*piVar1 + 0xac))(piVar1);
    if ((float)lVar10 != 0.0) {
      lVar10 = (longdouble)(**(code **)(*piVar1 + 0xac))(piVar1);
      fVar11 = (float)lVar10;
      pfVar9 = (float *)(**(code **)(*(int *)this + 0x20))(this);
      *(float *)param_1 = *pfVar9 - fVar11;
      *(float *)(param_1 + 4) = pfVar9[1] - fVar11;
      *(float *)(param_1 + 8) = pfVar9[2] - fVar11;
      pfVar9 = (float *)(**(code **)(*(int *)this + 0x20))(this);
      *(float *)param_2 = *pfVar9 + fVar11;
      *(float *)(param_2 + 4) = pfVar9[1] + fVar11;
      *(float *)(param_2 + 8) = fVar11 + pfVar9[2];
      goto LAB_0042aa05;
    }
  }
  puVar4 = (undefined4 *)(**(code **)(*(int *)this + 0x20))(this);
  uVar6 = *puVar4;
  *(undefined4 *)param_1 = uVar6;
  *(undefined4 *)(param_1 + 4) = puVar4[1];
  *(undefined4 *)(param_1 + 8) = puVar4[2];
  *(undefined4 *)param_2 = uVar6;
  *(undefined4 *)(param_2 + 4) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(param_2 + 8) = *(undefined4 *)(param_1 + 8);
LAB_0042aa05:
  if (((byte)this[0x20] & 0x80) != 0) {
    (**(code **)(*(int *)this + 0xc))(this,&local_48,&local_3c);
    fVar11 = *(float *)param_1;
    if (local_48 <= *(float *)param_1) {
      fVar11 = local_48;
    }
    *(float *)param_1 = fVar11;
    fVar11 = *(float *)(param_1 + 4);
    if (local_44 <= *(float *)(param_1 + 4)) {
      fVar11 = local_44;
    }
    *(float *)(param_1 + 4) = fVar11;
    fVar11 = *(float *)(param_1 + 8);
    if (local_40 <= *(float *)(param_1 + 8)) {
      fVar11 = local_40;
    }
    *(float *)(param_1 + 8) = fVar11;
    fVar11 = *(float *)param_2;
    if (*(float *)param_2 <= local_3c) {
      fVar11 = local_3c;
    }
    *(float *)param_2 = fVar11;
    fVar11 = *(float *)(param_2 + 4);
    if (*(float *)(param_2 + 4) <= local_38) {
      fVar11 = local_38;
    }
    *(float *)(param_2 + 4) = fVar11;
    fVar11 = *(float *)(param_2 + 8);
    if (*(float *)(param_2 + 8) <= local_34) {
      fVar11 = local_34;
    }
    *(float *)(param_2 + 8) = fVar11;
  }
  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.



        

        

          

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