CCollisionProperty::ComputeCollisionSurroundingBox
0x0042ad70 · 50 bytes · __thiscall
_ZN18CCollisionProperty30ComputeCollisionSurroundingBoxEbP6VectorS1_
Decompiled
undefined (4 params)
/* CCollisionProperty::ComputeCollisionSurroundingBox(bool, Vector*, Vector*) */
void __thiscall
CCollisionProperty::ComputeCollisionSurroundingBox
(CCollisionProperty *this,bool param_1,Vector *param_2,Vector *param_3)
{
if (!param_1) {
/* WARNING: Could not recover jumptable at 0x0042ad93. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0xc))();
return;
}
ComputeVPhysicsSurroundingBox(this,param_2,param_3);
return;
}
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
DHookCreateFromConf - DHooks reads return type, this-type,
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.