L L4D2node

RagdollComputeExactBbox

0x004a4b50 · 291 bytes · __cdecl

_Z23RagdollComputeExactBboxRK9ragdoll_tRK6VectorRS2_S5_

Decompiled

undefined (4 params)

/* RagdollComputeExactBbox(ragdoll_t const&, Vector const&, Vector&, Vector&) */

void RagdollComputeExactBbox(ragdoll_t *param_1,Vector *param_2,Vector *param_3,Vector *param_4)

{
  float fVar1;
  int *piVar2;
  code *pcVar3;
  undefined4 uVar4;
  int iVar5;
  ragdoll_t *prVar6;
  int local_50;
  float local_4c [6];
  undefined1 local_34 [12];
  undefined1 local_28 [24];
  
  local_50 = 0;
  *(undefined4 *)param_3 = *(undefined4 *)param_2;
  *(undefined4 *)(param_3 + 4) = *(undefined4 *)(param_2 + 4);
  *(undefined4 *)(param_3 + 8) = *(undefined4 *)(param_2 + 8);
  *(undefined4 *)param_4 = *(undefined4 *)param_2;
  *(undefined4 *)(param_4 + 4) = *(undefined4 *)(param_2 + 4);
  *(undefined4 *)(param_4 + 8) = *(undefined4 *)(param_2 + 8);
  prVar6 = param_1 + 0x18;
  if (0 < *(int *)param_1) {
    do {
      piVar2 = *(int **)prVar6;
      if (piVar2 != (int *)0x0) {
        (**(code **)(*piVar2 + 0xc4))(piVar2,local_34,local_28);
        pcVar3 = *(code **)(*physcollision + 0x60);
        uVar4 = (**(code **)(*piVar2 + 300))(piVar2);
        (*pcVar3)(physcollision,local_4c,local_4c + 3,uVar4,local_34,local_28);
        iVar5 = 0;
        do {
          fVar1 = local_4c[iVar5];
          if (fVar1 < *(float *)(param_3 + iVar5 * 4)) {
            *(float *)(param_3 + iVar5 * 4) = fVar1;
          }
          fVar1 = (local_4c + 3)[iVar5];
          if (*(float *)(param_4 + iVar5 * 4) <= fVar1 && fVar1 != *(float *)(param_4 + iVar5 * 4))
          {
            *(float *)(param_4 + iVar5 * 4) = fVar1;
          }
          iVar5 = iVar5 + 1;
        } while (iVar5 != 3);
      }
      local_50 = local_50 + 1;
      prVar6 = prVar6 + 0x54;
    } while (local_50 < *(int *)param_1);
  }
  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)