L L4D2node

CSprite::ComputeWorldSpaceSurroundingBox

0x004c1c40 · 360 bytes · __thiscall

_ZN7CSprite31ComputeWorldSpaceSurroundingBoxEP6VectorS1_

Decompiled

undefined (3 params)

/* CSprite::ComputeWorldSpaceSurroundingBox(Vector*, Vector*) */

void __thiscall
CSprite::ComputeWorldSpaceSurroundingBox(CSprite *this,Vector *param_1,Vector *param_2)

{
  code *pcVar1;
  undefined4 uVar2;
  int iVar3;
  int iVar4;
  float fVar5;
  float fVar6;
  
  fVar5 = *(float *)(this + 0x45c) * 0.5;
  if (this[0x464] == (CSprite)0x0) {
    pcVar1 = *(code **)(*modelinfo + 0x80);
    uVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
    iVar3 = (*pcVar1)(modelinfo,uVar2);
    pcVar1 = *(code **)(*modelinfo + 0x84);
    uVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
    iVar4 = (*pcVar1)(modelinfo,uVar2);
    fVar6 = (float)iVar4;
    if ((float)iVar4 <= (float)iVar3) {
      fVar6 = (float)iVar3;
    }
    fVar5 = fVar5 * fVar6;
  }
  fVar6 = -fVar5;
  *(float *)param_1 = fVar6;
  *(float *)(param_1 + 4) = fVar6;
  *(float *)(param_1 + 8) = fVar6;
  *(float *)param_2 = fVar5;
  *(float *)(param_2 + 4) = fVar5;
  *(float *)(param_2 + 8) = fVar5;
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  *(float *)param_1 = *(float *)param_1 + *(float *)(this + 0x2e0);
  *(float *)(param_1 + 4) = *(float *)(param_1 + 4) + *(float *)(this + 0x2e4);
  *(float *)(param_1 + 8) = *(float *)(param_1 + 8) + *(float *)(this + 0x2e8);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  *(float *)param_2 = *(float *)param_2 + *(float *)(this + 0x2e0);
  *(float *)(param_2 + 4) = *(float *)(param_2 + 4) + *(float *)(this + 0x2e4);
  *(float *)(param_2 + 8) = *(float *)(param_2 + 8) + *(float *)(this + 0x2e8);
  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)