L L4D2node

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 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)