L L4D2node

CPhysSaveRestoreBlockHandler::NoteBBox

0x00489b30 · 141 bytes · __thiscall

_ZN28CPhysSaveRestoreBlockHandler8NoteBBoxERK6VectorS2_P12CPhysCollide

Decompiled

undefined (4 params)

/* CPhysSaveRestoreBlockHandler::NoteBBox(Vector const&, Vector const&, CPhysCollide*) */

void __thiscall
CPhysSaveRestoreBlockHandler::NoteBBox
          (CPhysSaveRestoreBlockHandler *this,Vector *param_1,Vector *param_2,CPhysCollide *param_3)

{
  short sVar1;
  CPhysCollide *local_38;
  undefined4 local_34;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  
  if (param_3 != (CPhysCollide *)0x0) {
    local_38 = param_3;
    sVar1 = CUtlRBTree<CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
            ::Find((CUtlRBTree<CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                    *)(this + 0x7c),(Node_t *)&local_38);
    if (sVar1 == -1) {
      local_38 = param_3;
      local_34 = *(undefined4 *)param_1;
      local_30 = *(undefined4 *)(param_1 + 4);
      local_2c = *(undefined4 *)(param_1 + 8);
      local_28 = *(undefined4 *)param_2;
      local_24 = *(undefined4 *)(param_2 + 4);
      local_20 = *(undefined4 *)(param_2 + 8);
      CUtlRBTree<CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
      ::Insert((CUtlRBTree<CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<CPhysCollide_const*,BBox_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                *)(this + 0x7c),(Node_t *)&local_38);
      return;
    }
  }
  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)