L L4D2node

RagdollComputeApproximateBbox

0x004a4c80 · 223 bytes · __cdecl

_Z29RagdollComputeApproximateBboxRK9ragdoll_tRK6VectorRS2_S5_

Decompiled

undefined (4 params)

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

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

{
  float fVar1;
  float fVar2;
  int iVar3;
  int iVar4;
  matrix3x4_t *pmVar5;
  float fVar6;
  float fVar7;
  undefined4 local_40 [3];
  undefined4 local_34 [3];
  Vector local_28 [24];
  
  ClearBounds((Vector *)local_40,(Vector *)local_34);
  iVar4 = 0;
  pmVar5 = (matrix3x4_t *)(param_1 + 0x30);
  if (0 < *(int *)param_1) {
    do {
      if (*(int *)(pmVar5 + -0x18) != 0) {
        MatrixGetColumn(pmVar5,3,local_28);
        iVar3 = 0;
        fVar1 = *(float *)(pmVar5 + -4);
        do {
          fVar7 = *(float *)(local_28 + iVar3 * 4);
          fVar6 = fVar7 - fVar1;
          fVar7 = fVar7 + fVar1;
          fVar2 = *(float *)((Vector *)local_40 + iVar3 * 4);
          if (fVar2 <= fVar6) {
            fVar6 = fVar2;
          }
          fVar2 = *(float *)((Vector *)local_34 + iVar3 * 4);
          if (fVar7 <= fVar2) {
            fVar7 = fVar2;
          }
          *(float *)((Vector *)local_40 + iVar3 * 4) = fVar6;
          *(float *)((Vector *)local_34 + iVar3 * 4) = fVar7;
          iVar3 = iVar3 + 1;
        } while (iVar3 != 3);
      }
      iVar4 = iVar4 + 1;
      pmVar5 = pmVar5 + 0x54;
    } while (iVar4 < *(int *)param_1);
  }
  *(undefined4 *)param_3 = local_40[0];
  *(undefined4 *)(param_3 + 4) = local_40[1];
  *(undefined4 *)(param_3 + 8) = local_40[2];
  *(undefined4 *)param_4 = local_34[0];
  *(undefined4 *)(param_4 + 4) = local_34[1];
  *(undefined4 *)(param_4 + 8) = local_34[2];
  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)