PhysCreateBbox
0x00491d90 · 176 bytes · __cdecl
_Z14PhysCreateBboxRK6VectorS1_
Decompiled
undefined (2 params)
/* PhysCreateBbox(Vector const&, Vector const&) */
undefined4 PhysCreateBbox(Vector *param_1,Vector *param_2)
{
int iVar1;
undefined4 uVar2;
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
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);
if (g_pPhys2World != (int *)0x0) {
iVar1 = (**(code **)(*g_pPhys2World + 0x6c))(g_pPhys2World,0);
if (0 < iVar1) {
uVar2 = (**(code **)(*g_pPhys2World + 0xac))(g_pPhys2World,&local_34,&local_28);
goto LAB_00491dfb;
}
}
uVar2 = (**(code **)(*physcollision + 0x78))(physcollision,&local_34,&local_28);
LAB_00491dfb:
(**(code **)*g_pPhysSaveRestoreManager)(g_pPhysSaveRestoreManager,&local_34,&local_28,uVar2);
return uVar2;
}
SourceMod gamedata
paste intoaddons/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.
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.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.