L L4D2node

CTerrorPlayer::UpdateCollisionBounds

0x004f24f0 · 294 bytes · __thiscall

_ZN13CTerrorPlayer21UpdateCollisionBoundsEv

Decompiled

undefined (1 param)

/* CTerrorPlayer::UpdateCollisionBounds() */

void __thiscall CTerrorPlayer::UpdateCollisionBounds(CTerrorPlayer *this)

{
  uint uVar1;
  int iVar2;
  int iVar3;
  undefined *puVar4;
  undefined4 local_18;
  undefined4 local_14;
  float local_10;
  
  if (this[0x39f1] == (CTerrorPlayer)0x0) {
    if (((byte)this[0x150] & 2) != 0) {
      iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
      iVar3 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
      CBaseEntity::SetCollisionBounds
                ((CBaseEntity *)this,(Vector *)(iVar3 + 0x24),(Vector *)(iVar2 + 0x30));
      return;
    }
    uVar1 = *(uint *)(this + 0x3edc);
    if ((((uVar1 != 0xffffffff) &&
         (puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
      iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
      local_18 = *(undefined4 *)(iVar2 + 0x18);
      local_14 = *(undefined4 *)(iVar2 + 0x1c);
      local_10 = *(float *)(iVar2 + 0x20) + 32.0;
      iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
      CBaseEntity::SetCollisionBounds
                ((CBaseEntity *)this,(Vector *)(iVar2 + 0xc),(Vector *)&local_18);
      return;
    }
  }
  iVar2 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  iVar3 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
  CBaseEntity::SetCollisionBounds
            ((CBaseEntity *)this,(Vector *)(iVar3 + 0xc),(Vector *)(iVar2 + 0x18));
  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)