L L4D2node

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 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)