CSheetSimulator::SetBoundingBox
0x004af780 · 84 bytes · __thiscall
_ZN15CSheetSimulator14SetBoundingBoxER6VectorS1_
Decompiled
undefined (3 params)
/* CSheetSimulator::SetBoundingBox(Vector&, Vector&) */
void __thiscall
CSheetSimulator::SetBoundingBox(CSheetSimulator *this,Vector *param_1,Vector *param_2)
{
*(undefined4 *)(this + 0x78) = *(undefined4 *)param_1;
*(undefined4 *)(this + 0x7c) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(this + 0x80) = *(undefined4 *)(param_1 + 8);
*(undefined4 *)(this + 0x84) = *(undefined4 *)param_2;
*(undefined4 *)(this + 0x88) = *(undefined4 *)(param_2 + 4);
*(undefined4 *)(this + 0x8c) = *(undefined4 *)(param_2 + 8);
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.