L L4D2node

CCollisionProperty::ComputeRotationExpandedBounds

0x0042ac80 · 229 bytes · __thiscall

_ZN18CCollisionProperty29ComputeRotationExpandedBoundsEP6VectorS1_

Decompiled

undefined (3 params)

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

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

{
  float fVar1;
  
  if ((((byte)this[0x20] & 0x40) == 0) && (((byte)this[0x22] & 0xfd) != 0)) {
    fVar1 = ABS(*(float *)(this + 0x14));
    if (ABS(*(float *)(this + 0x14)) <= ABS(*(float *)(this + 8))) {
      fVar1 = ABS(*(float *)(this + 8));
    }
    *(float *)param_1 = -fVar1;
    *(float *)param_2 = fVar1;
    fVar1 = ABS(*(float *)(this + 0x18));
    if (ABS(*(float *)(this + 0x18)) <= ABS(*(float *)(this + 0xc))) {
      fVar1 = ABS(*(float *)(this + 0xc));
    }
    *(float *)(param_1 + 4) = -fVar1;
    *(float *)(param_2 + 4) = fVar1;
    fVar1 = ABS(*(float *)(this + 0x1c));
    if (ABS(*(float *)(this + 0x1c)) <= ABS(*(float *)(this + 0x10))) {
      fVar1 = ABS(*(float *)(this + 0x10));
    }
    *(float *)(param_1 + 8) = -fVar1;
    *(float *)(param_2 + 8) = fVar1;
    return;
  }
  *(undefined4 *)param_1 = *(undefined4 *)(this + 8);
  *(undefined4 *)(param_1 + 4) = *(undefined4 *)(this + 0xc);
  *(undefined4 *)(param_1 + 8) = *(undefined4 *)(this + 0x10);
  *(undefined4 *)param_2 = *(undefined4 *)(this + 0x14);
  *(undefined4 *)(param_2 + 4) = *(undefined4 *)(this + 0x18);
  *(undefined4 *)(param_2 + 8) = *(undefined4 *)(this + 0x1c);
  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)