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 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.