L L4D2node

CGameMovement::SetupMovementBounds

0x004537f0 · 578 bytes · __thiscall

_ZN13CGameMovement19SetupMovementBoundsEP9CMoveData

Decompiled

undefined (2 params)

/* CGameMovement::SetupMovementBounds(CMoveData*) */

void __thiscall CGameMovement::SetupMovementBounds(CGameMovement *this,CMoveData *param_1)

{
  float fVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  int *piVar7;
  uint uVar8;
  undefined *puVar9;
  float *pfVar10;
  undefined4 uVar11;
  float fVar12;
  float fVar13;
  int local_6c;
  Vector local_40 [12];
  Vector local_34 [12];
  float local_28;
  float local_24;
  float local_20;
  
  piVar7 = *(int **)(this + 0x7cc);
  if (piVar7 == (int *)0x0) {
    uVar11 = (**(code **)(*enginetrace + 0x4c))(enginetrace);
    *(undefined4 *)(this + 0x7cc) = uVar11;
  }
  else {
    (**(code **)(*piVar7 + 8))(piVar7);
  }
  uVar8 = *(uint *)(param_1 + 4);
  if (uVar8 != 0xffffffff) {
    puVar9 = g_pEntityList + (uVar8 & 0xfff) * 0x10;
    if ((puVar9 == (undefined *)0xfffffffc) || (*(uint *)(puVar9 + 8) != uVar8 >> 0xc)) {
      local_6c = 0;
    }
    else {
      local_6c = *(int *)(puVar9 + 4);
    }
    ClearBounds(local_40,local_34);
    fVar1 = *(float *)(param_1 + 0x9c);
    fVar2 = *(float *)(param_1 + 0xa0);
    fVar3 = *(float *)(param_1 + 0xa4);
    fVar12 = (SQRT(*(float *)(param_1 + 0x40) * *(float *)(param_1 + 0x40) +
                   *(float *)(param_1 + 0x48) * *(float *)(param_1 + 0x48) +
                   *(float *)(param_1 + 0x44) * *(float *)(param_1 + 0x44)) +
             *(float *)(param_1 + 0x38)) * *(float *)(gpGlobals + 0x10) + 1.0;
    pfVar10 = (float *)(**(code **)(*(int *)this + 0x1c))(this,0);
    fVar4 = *pfVar10;
    fVar5 = pfVar10[1];
    fVar6 = pfVar10[2];
    pfVar10 = (float *)(**(code **)(*(int *)this + 0x20))(this,0);
    fVar13 = *(float *)(local_6c + 0x1acc) + fVar12;
    local_28 = fVar1 + *pfVar10 + fVar12;
    local_20 = fVar3 + pfVar10[2] + fVar13;
    local_24 = fVar2 + pfVar10[1] + fVar12;
    AddPointToBounds((Vector *)&local_28,local_40,local_34);
    local_28 = (fVar4 + fVar1) - fVar12;
    local_24 = (fVar5 + fVar2) - fVar12;
    local_20 = (fVar6 + fVar3) - fVar13;
    AddPointToBounds((Vector *)&local_28,local_40,local_34);
    (**(code **)(*enginetrace + 0x1c))(enginetrace,local_40,local_34,*(undefined4 *)(this + 0x7cc));
  }
  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)