L L4D2node

CCollisionProperty::ComputeHitboxSurroundingBox

0x0042abe0 · 64 bytes · __thiscall

_ZN18CCollisionProperty27ComputeHitboxSurroundingBoxEP6VectorS1_

Decompiled

undefined (3 params)

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

undefined4 __thiscall
CCollisionProperty::ComputeHitboxSurroundingBox
          (CCollisionProperty *this,Vector *param_1,Vector *param_2)

{
  CBaseAnimating *this_00;
  undefined4 uVar1;
  
  this_00 = (CBaseAnimating *)(**(code **)(**(int **)(this + 4) + 0xf0))(*(int **)(this + 4));
  if (this_00 != (CBaseAnimating *)0x0) {
    uVar1 = CBaseAnimating::ComputeHitboxSurroundingBox(this_00,param_1,param_2);
    return uVar1;
  }
  return 0;
}

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)