L L4D2node

CCollisionProperty::SetSurroundingBoundsType

0x0042b790 · 341 bytes · __thiscall

_ZN18CCollisionProperty24SetSurroundingBoundsTypeE23SurroundingBoundsType_tPK6VectorS3_

Decompiled

undefined (4 params)

/* CCollisionProperty::SetSurroundingBoundsType(SurroundingBoundsType_t, Vector const*, Vector
   const*) */

void __thiscall
CCollisionProperty::SetSurroundingBoundsType
          (CCollisionProperty *param_1,int param_2,float *param_3,float *param_4)

{
  if (SUB41(param_2,0) != param_1[0x2a]) {
    (**(code **)(*(int *)param_1 + 0x50))(param_1,param_1 + 0x2a);
    param_1[0x2a] = SUB41(param_2,0);
  }
  if (param_2 != 3) {
    MarkSurroundingBoundsDirty(param_1);
    return;
  }
  if (((*param_3 == *(float *)(param_1 + 0x2c)) && (param_3[1] == *(float *)(param_1 + 0x30))) &&
     (param_3[2] == *(float *)(param_1 + 0x34))) {
    if (*param_4 == *(float *)(param_1 + 0x38)) {
LAB_0042b805:
      if ((param_4[1] == *(float *)(param_1 + 0x3c)) && (param_4[2] == *(float *)(param_1 + 0x40)))
      goto LAB_0042b823;
    }
  }
  else {
    (**(code **)(*(int *)param_1 + 0x50))(param_1,param_1 + 0x2c);
    *(float *)(param_1 + 0x2c) = *param_3;
    *(float *)(param_1 + 0x30) = param_3[1];
    *(float *)(param_1 + 0x34) = param_3[2];
    if (*param_4 == *(float *)(param_1 + 0x38)) goto LAB_0042b805;
  }
  (**(code **)(*(int *)param_1 + 0x50))(param_1,param_1 + 0x38);
  *(float *)(param_1 + 0x38) = *param_4;
  *(float *)(param_1 + 0x3c) = param_4[1];
  *(float *)(param_1 + 0x40) = param_4[2];
LAB_0042b823:
  *(float *)(param_1 + 0x44) = *param_3;
  *(float *)(param_1 + 0x48) = param_3[1];
  *(float *)(param_1 + 0x4c) = param_3[2];
  *(float *)(param_1 + 0x50) = *param_4;
  *(float *)(param_1 + 0x54) = param_4[1];
  *(float *)(param_1 + 0x58) = param_4[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)