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 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.