L L4D2node

CCollisionProperty::ComputeRotationExpandedSequenceBounds

0x0042ae20 · 446 bytes · __thiscall

_ZN18CCollisionProperty37ComputeRotationExpandedSequenceBoundsEP6VectorS1_

Decompiled

undefined (3 params)

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

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

{
  float fVar1;
  CBaseEntity *this_00;
  float *pfVar2;
  int iVar3;
  int *piVar4;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  this_00 = (CBaseEntity *)(**(code **)(**(int **)(this + 4) + 0xf0))(*(int **)(this + 4));
  if (this_00 != (CBaseEntity *)0x0) {
    piVar4 = *(int **)(this_00 + 0x13e0);
    if (piVar4 == (int *)0x0) {
      iVar3 = CBaseEntity::GetModel(this_00);
      if (iVar3 == 0) {
        piVar4 = *(int **)(this_00 + 0x13e0);
      }
      else {
        CBaseAnimating::LockStudioHdr((CBaseAnimating *)this_00);
        piVar4 = *(int **)(this_00 + 0x13e0);
      }
      if (piVar4 == (int *)0x0) goto LAB_0042afc0;
    }
    if (*piVar4 != 0) {
      CBaseAnimating::ExtractBbox
                ((CBaseAnimating *)this_00,*(int *)(this_00 + 0x494),(Vector *)&local_34,
                 (Vector *)&local_28);
      if (*(float *)(this + 0x4c) <= local_2c) {
        local_2c = *(float *)(this + 0x4c);
      }
      fVar1 = ABS(local_28);
      if (ABS(local_28) <= ABS(local_34)) {
        fVar1 = ABS(local_34);
      }
      if (local_20 <= *(float *)(this + 0x58)) {
        local_20 = *(float *)(this + 0x58);
      }
      if (fVar1 <= ABS(local_30)) {
        fVar1 = ABS(local_30);
      }
      if (fVar1 <= ABS(local_24)) {
        fVar1 = ABS(local_24);
      }
      local_24 = fVar1 + 6.0;
      local_28 = *(float *)(this + 0x50);
      if (*(float *)(this + 0x50) <= local_24) {
        local_28 = local_24;
      }
      local_30 = -local_24;
      if (local_24 <= *(float *)(this + 0x54)) {
        local_24 = *(float *)(this + 0x54);
      }
      local_34 = *(float *)(this + 0x44);
      if (local_30 <= *(float *)(this + 0x44)) {
        local_34 = local_30;
      }
      if (*(float *)(this + 0x48) <= local_30) {
        local_30 = *(float *)(this + 0x48);
      }
      pfVar2 = (float *)(**(code **)(*(int *)this + 0x20))(this);
      *(float *)param_1 = *pfVar2 + local_34;
      *(float *)(param_1 + 4) = pfVar2[1] + local_30;
      *(float *)(param_1 + 8) = pfVar2[2] + local_2c;
      pfVar2 = (float *)(**(code **)(*(int *)this + 0x20))(this);
      *(float *)param_2 = *pfVar2 + local_28;
      *(float *)(param_2 + 4) = pfVar2[1] + local_24;
      *(float *)(param_2 + 8) = pfVar2[2] + local_20;
      return;
    }
  }
LAB_0042afc0:
  ComputeOBBBounds(this,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.



        

        

          

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