L L4D2node

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 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)