L L4D2node

CSheetSimulator::ComputeBounds

0x004af7e0 · 307 bytes · __thiscall

_ZN15CSheetSimulator13ComputeBoundsER6VectorS1_

Decompiled

undefined (3 params)

/* CSheetSimulator::ComputeBounds(Vector&, Vector&) */

void __thiscall
CSheetSimulator::ComputeBounds(CSheetSimulator *this,Vector *param_1,Vector *param_2)

{
  int iVar1;
  int iVar2;
  int iVar3;
  float fVar4;
  
  iVar3 = 1;
  iVar2 = *(int *)(this + 8);
  *(undefined4 *)param_1 = *(undefined4 *)(iVar2 + 4);
  *(undefined4 *)(param_1 + 4) = *(undefined4 *)(iVar2 + 8);
  *(undefined4 *)(param_1 + 8) = *(undefined4 *)(iVar2 + 0xc);
  iVar2 = *(int *)(this + 8);
  *(undefined4 *)param_2 = *(undefined4 *)(iVar2 + 4);
  *(undefined4 *)(param_2 + 4) = *(undefined4 *)(iVar2 + 8);
  iVar1 = 0x34;
  *(undefined4 *)(param_2 + 8) = *(undefined4 *)(iVar2 + 0xc);
  if (1 < *(int *)this * *(int *)(this + 4)) {
    do {
      iVar3 = iVar3 + 1;
      iVar2 = *(int *)(this + 8) + iVar1;
      fVar4 = *(float *)param_1;
      if (*(float *)(iVar2 + 4) <= *(float *)param_1) {
        fVar4 = *(float *)(iVar2 + 4);
      }
      *(float *)param_1 = fVar4;
      fVar4 = *(float *)(param_1 + 4);
      if (*(float *)(iVar2 + 8) <= *(float *)(param_1 + 4)) {
        fVar4 = *(float *)(iVar2 + 8);
      }
      *(float *)(param_1 + 4) = fVar4;
      fVar4 = *(float *)(param_1 + 8);
      if (*(float *)(iVar2 + 0xc) <= *(float *)(param_1 + 8)) {
        fVar4 = *(float *)(iVar2 + 0xc);
      }
      *(float *)(param_1 + 8) = fVar4;
      iVar2 = *(int *)(this + 8) + iVar1;
      iVar1 = iVar1 + 0x34;
      fVar4 = *(float *)param_2;
      if (*(float *)param_2 <= *(float *)(iVar2 + 4)) {
        fVar4 = *(float *)(iVar2 + 4);
      }
      *(float *)param_2 = fVar4;
      fVar4 = *(float *)(param_2 + 4);
      if (*(float *)(param_2 + 4) <= *(float *)(iVar2 + 8)) {
        fVar4 = *(float *)(iVar2 + 8);
      }
      *(float *)(param_2 + 4) = fVar4;
      fVar4 = *(float *)(param_2 + 8);
      if (*(float *)(param_2 + 8) <= *(float *)(iVar2 + 0xc)) {
        fVar4 = *(float *)(iVar2 + 0xc);
      }
      *(float *)(param_2 + 8) = fVar4;
    } while (iVar3 < *(int *)this * *(int *)(this + 4));
  }
  *(float *)param_1 = *(float *)param_1 - *(float *)(this + 0x60);
  *(float *)(param_1 + 4) = *(float *)(param_1 + 4) - *(float *)(this + 100);
  *(float *)(param_1 + 8) = *(float *)(param_1 + 8) - *(float *)(this + 0x68);
  *(float *)param_2 = *(float *)param_2 - *(float *)(this + 0x60);
  *(float *)(param_2 + 4) = *(float *)(param_2 + 4) - *(float *)(this + 100);
  *(float *)(param_2 + 8) = *(float *)(param_2 + 8) - *(float *)(this + 0x68);
  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)