CCollisionProperty::ComputeOBBBounds
0x0042adb0 · 92 bytes · __thiscall
_ZN18CCollisionProperty16ComputeOBBBoundsEP6VectorS1_
Decompiled
undefined (3 params)
/* CCollisionProperty::ComputeOBBBounds(Vector*, Vector*) */
void __thiscall
CCollisionProperty::ComputeOBBBounds(CCollisionProperty *this,Vector *param_1,Vector *param_2)
{
int *piVar1;
undefined1 uVar2;
int iVar3;
iVar3 = (**(code **)(*(int *)this + 0x2c))(this);
uVar2 = false;
if (((iVar3 == 6) && (*(char *)(*(int *)(this + 4) + 0x186) == '\x06')) &&
(piVar1 = *(int **)(*(int *)(this + 4) + 0x238), piVar1 != (int *)0x0)) {
uVar2 = (**(code **)(*piVar1 + 0xc))(piVar1);
}
ComputeCollisionSurroundingBox(this,(bool)uVar2,param_1,param_2);
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.