L L4D2node

CCollisionProperty::WorldSpaceSurroundingBounds

0x0042b1a0 · 259 bytes · __thiscall

_ZN18CCollisionProperty27WorldSpaceSurroundingBoundsEP6VectorS1_

Decompiled

undefined (3 params)

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

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

{
  uint uVar1;
  float *pfVar2;
  
  pfVar2 = (float *)(**(code **)(*(int *)this + 0x20))(this);
  uVar1 = *(uint *)(*(int *)(this + 4) + 0x14c);
  if ((uVar1 & 0x4000) == 0) {
    *(float *)param_1 = *pfVar2 + *(float *)(this + 0x44);
    *(float *)(param_1 + 4) = pfVar2[1] + *(float *)(this + 0x48);
    *(float *)(param_1 + 8) = pfVar2[2] + *(float *)(this + 0x4c);
    *(float *)param_2 = *pfVar2 + *(float *)(this + 0x50);
    *(float *)(param_2 + 4) = pfVar2[1] + *(float *)(this + 0x54);
    *(float *)(param_2 + 8) = pfVar2[2] + *(float *)(this + 0x58);
    return;
  }
  *(uint *)(*(int *)(this + 4) + 0x14c) = uVar1 & 0xffffbfff;
  ComputeSurroundingBox(this,param_1,param_2);
  *(float *)(this + 0x44) = *(float *)param_1 - *pfVar2;
  *(float *)(this + 0x48) = *(float *)(param_1 + 4) - pfVar2[1];
  *(float *)(this + 0x4c) = *(float *)(param_1 + 8) - pfVar2[2];
  *(float *)(this + 0x50) = *(float *)param_2 - *pfVar2;
  *(float *)(this + 0x54) = *(float *)(param_2 + 4) - pfVar2[1];
  *(float *)(this + 0x58) = *(float *)(param_2 + 8) - pfVar2[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)