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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.